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SubscribeLearning to Ground Instructional Articles in Videos through Narrations
In this paper we present an approach for localizing steps of procedural activities in narrated how-to videos. To deal with the scarcity of labeled data at scale, we source the step descriptions from a language knowledge base (wikiHow) containing instructional articles for a large variety of procedural tasks. Without any form of manual supervision, our model learns to temporally ground the steps of procedural articles in how-to videos by matching three modalities: frames, narrations, and step descriptions. Specifically, our method aligns steps to video by fusing information from two distinct pathways: i) {\em direct} alignment of step descriptions to frames, ii) {\em indirect} alignment obtained by composing steps-to-narrations with narrations-to-video correspondences. Notably, our approach performs global temporal grounding of all steps in an article at once by exploiting order information, and is trained with step pseudo-labels which are iteratively refined and aggressively filtered. In order to validate our model we introduce a new evaluation benchmark -- HT-Step -- obtained by manually annotating a 124-hour subset of HowTo100MA test server is accessible at \url{https://eval.ai/web/challenges/challenge-page/2082.} with steps sourced from wikiHow articles. Experiments on this benchmark as well as zero-shot evaluations on CrossTask demonstrate that our multi-modality alignment yields dramatic gains over several baselines and prior works. Finally, we show that our inner module for matching narration-to-video outperforms by a large margin the state of the art on the HTM-Align narration-video alignment benchmark.
Learning Procedure-aware Video Representation from Instructional Videos and Their Narrations
The abundance of instructional videos and their narrations over the Internet offers an exciting avenue for understanding procedural activities. In this work, we propose to learn video representation that encodes both action steps and their temporal ordering, based on a large-scale dataset of web instructional videos and their narrations, without using human annotations. Our method jointly learns a video representation to encode individual step concepts, and a deep probabilistic model to capture both temporal dependencies and immense individual variations in the step ordering. We empirically demonstrate that learning temporal ordering not only enables new capabilities for procedure reasoning, but also reinforces the recognition of individual steps. Our model significantly advances the state-of-the-art results on step classification (+2.8% / +3.3% on COIN / EPIC-Kitchens) and step forecasting (+7.4% on COIN). Moreover, our model attains promising results in zero-shot inference for step classification and forecasting, as well as in predicting diverse and plausible steps for incomplete procedures. Our code is available at https://github.com/facebookresearch/ProcedureVRL.
VCRBench: Exploring Long-form Causal Reasoning Capabilities of Large Video Language Models
Despite recent advances in video understanding, the capabilities of Large Video Language Models (LVLMs) to perform video-based causal reasoning remains underexplored, largely due to the absence of relevant and dedicated benchmarks for evaluating causal reasoning in visually grounded and goal-driven settings. To fill this gap, we introduce a novel benchmark named Video-based long-form Causal Reasoning (VCRBench). We create VCRBench using procedural videos of simple everyday activities, where the steps are deliberately shuffled with each clip capturing a key causal event, to test whether LVLMs can identify, reason about, and correctly sequence the events needed to accomplish a specific goal. Moreover, the benchmark is carefully designed to prevent LVLMs from exploiting linguistic shortcuts, as seen in multiple-choice or binary QA formats, while also avoiding the challenges associated with evaluating open-ended QA. Our evaluation of state-of-the-art LVLMs on VCRBench suggests that these models struggle with video-based long-form causal reasoning, primarily due to their difficulty in modeling long-range causal dependencies directly from visual observations. As a simple step toward enabling such capabilities, we propose Recognition-Reasoning Decomposition (RRD), a modular approach that breaks video-based causal reasoning into two sub-tasks of video recognition and causal reasoning. Our experiments on VCRBench show that RRD significantly boosts accuracy on VCRBench, with gains of up to 25.2%. Finally, our thorough analysis reveals interesting insights, for instance, that LVLMs primarily rely on language knowledge for complex video-based long-form causal reasoning tasks.
Neuro-Symbolic Procedural Planning with Commonsense Prompting
Procedural planning aims to implement complex high-level goals by decomposition into sequential simpler low-level steps. Although procedural planning is a basic skill set for humans in daily life, it remains a challenge for large language models (LLMs) that lack a deep understanding of the cause-effect relations in procedures. Previous methods require manual exemplars to acquire procedural planning knowledge from LLMs in the zero-shot setting. However, such elicited pre-trained knowledge in LLMs induces spurious correlations between goals and steps, which impair the model generalization to unseen tasks. In contrast, this paper proposes a neuro-symbolic procedural PLANner (PLAN) that elicits procedural planning knowledge from the LLMs with commonsense-infused prompting. To mitigate spurious goal-step correlations, we use symbolic program executors on the latent procedural representations to formalize prompts from commonsense knowledge bases as a causal intervention toward the Structural Causal Model. Both automatic and human evaluations on WikiHow and RobotHow show the superiority of PLAN on procedural planning without further training or manual exemplars.
PlaSma: Making Small Language Models Better Procedural Knowledge Models for (Counterfactual) Planning
Procedural planning, which entails decomposing a high-level goal into a sequence of temporally ordered steps, is an important yet intricate task for machines. It involves integrating common-sense knowledge to reason about complex contextualized situations that are often counterfactual, e.g. "scheduling a doctor's appointment without a phone". While current approaches show encouraging results using large language models (LLMs), they are hindered by drawbacks such as costly API calls and reproducibility issues. In this paper, we advocate planning using smaller language models. We present PlaSma, a novel two-pronged approach to endow small language models with procedural knowledge and (counterfactual) planning capabilities. More concretely, we develop symbolic procedural knowledge distillation to enhance the implicit knowledge in small language models and an inference-time algorithm to facilitate more structured and accurate reasoning. In addition, we introduce a novel task, Counterfactual Planning, that requires a revision of a plan to cope with a counterfactual situation. In both the original and counterfactual setting, we show that orders-of-magnitude smaller models (770M-11B parameters) can compete and often surpass their larger teacher models' capabilities.
Non-Sequential Graph Script Induction via Multimedia Grounding
Online resources such as WikiHow compile a wide range of scripts for performing everyday tasks, which can assist models in learning to reason about procedures. However, the scripts are always presented in a linear manner, which does not reflect the flexibility displayed by people executing tasks in real life. For example, in the CrossTask Dataset, 64.5% of consecutive step pairs are also observed in the reverse order, suggesting their ordering is not fixed. In addition, each step has an average of 2.56 frequent next steps, demonstrating "branching". In this paper, we propose the new challenging task of non-sequential graph script induction, aiming to capture optional and interchangeable steps in procedural planning. To automate the induction of such graph scripts for given tasks, we propose to take advantage of loosely aligned videos of people performing the tasks. In particular, we design a multimodal framework to ground procedural videos to WikiHow textual steps and thus transform each video into an observed step path on the latent ground truth graph script. This key transformation enables us to train a script knowledge model capable of both generating explicit graph scripts for learnt tasks and predicting future steps given a partial step sequence. Our best model outperforms the strongest pure text/vision baselines by 17.52% absolute gains on F1@3 for next step prediction and 13.8% absolute gains on Acc@1 for partial sequence completion. Human evaluation shows our model outperforming the WikiHow linear baseline by 48.76% absolute gains in capturing sequential and non-sequential step relationships.
Procedural Fairness Through Decoupling Objectionable Data Generating Components
We reveal and address the frequently overlooked yet important issue of disguised procedural unfairness, namely, the potentially inadvertent alterations on the behavior of neutral (i.e., not problematic) aspects of data generating process, and/or the lack of procedural assurance of the greatest benefit of the least advantaged individuals. Inspired by John Rawls's advocacy for pure procedural justice, we view automated decision-making as a microcosm of social institutions, and consider how the data generating process itself can satisfy the requirements of procedural fairness. We propose a framework that decouples the objectionable data generating components from the neutral ones by utilizing reference points and the associated value instantiation rule. Our findings highlight the necessity of preventing disguised procedural unfairness, drawing attention not only to the objectionable data generating components that we aim to mitigate, but also more importantly, to the neutral components that we intend to keep unaffected.
Show Me More Details: Discovering Hierarchies of Procedures from Semi-structured Web Data
Procedures are inherently hierarchical. To "make videos", one may need to "purchase a camera", which in turn may require one to "set a budget". While such hierarchical knowledge is critical for reasoning about complex procedures, most existing work has treated procedures as shallow structures without modeling the parent-child relation. In this work, we attempt to construct an open-domain hierarchical knowledge-base (KB) of procedures based on wikiHow, a website containing more than 110k instructional articles, each documenting the steps to carry out a complex procedure. To this end, we develop a simple and efficient method that links steps (e.g., "purchase a camera") in an article to other articles with similar goals (e.g., "how to choose a camera"), recursively constructing the KB. Our method significantly outperforms several strong baselines according to automatic evaluation, human judgment, and application to downstream tasks such as instructional video retrieval. A demo with partial data can be found at https://wikihow-hierarchy.github.io. The code and the data are at https://github.com/shuyanzhou/wikihow_hierarchy.
PREGO: online mistake detection in PRocedural EGOcentric videos
Promptly identifying procedural errors from egocentric videos in an online setting is highly challenging and valuable for detecting mistakes as soon as they happen. This capability has a wide range of applications across various fields, such as manufacturing and healthcare. The nature of procedural mistakes is open-set since novel types of failures might occur, which calls for one-class classifiers trained on correctly executed procedures. However, no technique can currently detect open-set procedural mistakes online. We propose PREGO, the first online one-class classification model for mistake detection in PRocedural EGOcentric videos. PREGO is based on an online action recognition component to model the current action, and a symbolic reasoning module to predict the next actions. Mistake detection is performed by comparing the recognized current action with the expected future one. We evaluate PREGO on two procedural egocentric video datasets, Assembly101 and Epic-tent, which we adapt for online benchmarking of procedural mistake detection to establish suitable benchmarks, thus defining the Assembly101-O and Epic-tent-O datasets, respectively.
Towards Automatic Learning of Procedures from Web Instructional Videos
The potential for agents, whether embodied or software, to learn by observing other agents performing procedures involving objects and actions is rich. Current research on automatic procedure learning heavily relies on action labels or video subtitles, even during the evaluation phase, which makes them infeasible in real-world scenarios. This leads to our question: can the human-consensus structure of a procedure be learned from a large set of long, unconstrained videos (e.g., instructional videos from YouTube) with only visual evidence? To answer this question, we introduce the problem of procedure segmentation--to segment a video procedure into category-independent procedure segments. Given that no large-scale dataset is available for this problem, we collect a large-scale procedure segmentation dataset with procedure segments temporally localized and described; we use cooking videos and name the dataset YouCook2. We propose a segment-level recurrent network for generating procedure segments by modeling the dependencies across segments. The generated segments can be used as pre-processing for other tasks, such as dense video captioning and event parsing. We show in our experiments that the proposed model outperforms competitive baselines in procedure segmentation.
Detecting and Characterizing Bots that Commit Code
Background: Some developer activity traditionally performed manually, such as making code commits, opening, managing, or closing issues is increasingly subject to automation in many OSS projects. Specifically, such activity is often performed by tools that react to events or run at specific times. We refer to such automation tools as bots and, in many software mining scenarios related to developer productivity or code quality it is desirable to identify bots in order to separate their actions from actions of individuals. Aim: Find an automated way of identifying bots and code committed by these bots, and to characterize the types of bots based on their activity patterns. Method and Result: We propose BIMAN, a systematic approach to detect bots using author names, commit messages, files modified by the commit, and projects associated with the ommits. For our test data, the value for AUC-ROC was 0.9. We also characterized these bots based on the time patterns of their code commits and the types of files modified, and found that they primarily work with documentation files and web pages, and these files are most prevalent in HTML and JavaScript ecosystems. We have compiled a shareable dataset containing detailed information about 461 bots we found (all of whom have more than 1000 commits) and 13,762,430 commits they created.
Plan4MC: Skill Reinforcement Learning and Planning for Open-World Minecraft Tasks
We study building a multi-task agent in Minecraft. Without human demonstrations, solving long-horizon tasks in this open-ended environment with reinforcement learning (RL) is extremely sample inefficient. To tackle the challenge, we decompose solving Minecraft tasks into learning basic skills and planning over the skills. We propose three types of fine-grained basic skills in Minecraft, and use RL with intrinsic rewards to accomplish basic skills with high success rates. For skill planning, we use Large Language Models to find the relationships between skills and build a skill graph in advance. When the agent is solving a task, our skill search algorithm walks on the skill graph and generates the proper skill plans for the agent. In experiments, our method accomplishes 24 diverse Minecraft tasks, where many tasks require sequentially executing for more than 10 skills. Our method outperforms baselines in most tasks by a large margin. The project's website and code can be found at https://sites.google.com/view/plan4mc.
Multimodal Procedural Planning via Dual Text-Image Prompting
Embodied agents have achieved prominent performance in following human instructions to complete tasks. However, the potential of providing instructions informed by texts and images to assist humans in completing tasks remains underexplored. To uncover this capability, we present the multimodal procedural planning (MPP) task, in which models are given a high-level goal and generate plans of paired text-image steps, providing more complementary and informative guidance than unimodal plans. The key challenges of MPP are to ensure the informativeness, temporal coherence,and accuracy of plans across modalities. To tackle this, we propose Text-Image Prompting (TIP), a dual-modality prompting method that jointly leverages zero-shot reasoning ability in large language models (LLMs) and compelling text-to-image generation ability from diffusion-based models. TIP improves the interaction in the dual modalities using Text-to-Image Bridge and Image-to-Text Bridge, allowing LLMs to guide the textual-grounded image plan generation and leveraging the descriptions of image plans to ground the textual plan reversely. To address the lack of relevant datasets, we collect WIKIPLAN and RECIPEPLAN as a testbed for MPP. Our results show compelling human preferences and automatic scores against unimodal and multimodal baselines on WIKIPLAN and RECIPEPLAN in terms of informativeness, temporal coherence, and plan accuracy. Our code and data: https://github.com/YujieLu10/MPP.
ProgPrompt: Generating Situated Robot Task Plans using Large Language Models
Task planning can require defining myriad domain knowledge about the world in which a robot needs to act. To ameliorate that effort, large language models (LLMs) can be used to score potential next actions during task planning, and even generate action sequences directly, given an instruction in natural language with no additional domain information. However, such methods either require enumerating all possible next steps for scoring, or generate free-form text that may contain actions not possible on a given robot in its current context. We present a programmatic LLM prompt structure that enables plan generation functional across situated environments, robot capabilities, and tasks. Our key insight is to prompt the LLM with program-like specifications of the available actions and objects in an environment, as well as with example programs that can be executed. We make concrete recommendations about prompt structure and generation constraints through ablation experiments, demonstrate state of the art success rates in VirtualHome household tasks, and deploy our method on a physical robot arm for tabletop tasks. Website at progprompt.github.io
Event-Guided Procedure Planning from Instructional Videos with Text Supervision
In this work, we focus on the task of procedure planning from instructional videos with text supervision, where a model aims to predict an action sequence to transform the initial visual state into the goal visual state. A critical challenge of this task is the large semantic gap between observed visual states and unobserved intermediate actions, which is ignored by previous works. Specifically, this semantic gap refers to that the contents in the observed visual states are semantically different from the elements of some action text labels in a procedure. To bridge this semantic gap, we propose a novel event-guided paradigm, which first infers events from the observed states and then plans out actions based on both the states and predicted events. Our inspiration comes from that planning a procedure from an instructional video is to complete a specific event and a specific event usually involves specific actions. Based on the proposed paradigm, we contribute an Event-guided Prompting-based Procedure Planning (E3P) model, which encodes event information into the sequential modeling process to support procedure planning. To further consider the strong action associations within each event, our E3P adopts a mask-and-predict approach for relation mining, incorporating a probabilistic masking scheme for regularization. Extensive experiments on three datasets demonstrate the effectiveness of our proposed model.
Is Computational Complexity a Barrier to Manipulation?
When agents are acting together, they may need a simple mechanism to decide on joint actions. One possibility is to have the agents express their preferences in the form of a ballot and use a voting rule to decide the winning action(s). Unfortunately, agents may try to manipulate such an election by misreporting their preferences. Fortunately, it has been shown that it is NP-hard to compute how to manipulate a number of different voting rules. However, NP-hardness only bounds the worst-case complexity. Recent theoretical results suggest that manipulation may often be easy in practice. To address this issue, I suggest studying empirically if computational complexity is in practice a barrier to manipulation. The basic tool used in my investigations is the identification of computational "phase transitions". Such an approach has been fruitful in identifying hard instances of propositional satisfiability and other NP-hard problems. I show that phase transition behaviour gives insight into the hardness of manipulating voting rules, increasing concern that computational complexity is indeed any sort of barrier. Finally, I look at the problem of computing manipulation of other, related problems like stable marriage and tournament problems.
VEDIT: Latent Prediction Architecture For Procedural Video Representation Learning
Procedural video representation learning is an active research area where the objective is to learn an agent which can anticipate and forecast the future given the present video input, typically in conjunction with textual annotations. Prior works often rely on large-scale pretraining of visual encoders and prediction models with language supervision. However, the necessity and effectiveness of extending compute intensive pretraining to learn video clip sequences with noisy text supervision have not yet been fully validated by previous works. In this work, we show that a strong off-the-shelf frozen pretrained visual encoder, along with a well designed prediction model, can achieve state-of-the-art (SoTA) performance in forecasting and procedural planning without the need for pretraining the prediction model, nor requiring additional supervision from language or ASR. Instead of learning representations from pixel space, our method utilizes the latent embedding space of publicly available vision encoders. By conditioning on frozen clip-level embeddings from observed steps to predict the actions of unseen steps, our prediction model is able to learn robust representations for forecasting through iterative denoising - leveraging the recent advances in diffusion transformers (Peebles & Xie, 2023). Empirical studies over a total of five procedural learning tasks across four datasets (NIV, CrossTask, COIN and Ego4D-v2) show that our model advances the strong baselines in long-horizon action anticipation (+2.6% in Verb ED@20, +3.1% in Noun ED@20), and significantly improves the SoTA in step forecasting (+5.0%), task classification (+3.8%), and procedure planning tasks (up to +2.28% in success rate, +3.39% in mAcc, and +0.90% in mIoU).
Teaching LLMs at Charles University: Assignments and Activities
This paper presents teaching materials, particularly assignments and ideas for classroom activities, from a new course on large language models (LLMs) taught at Charles University. The assignments include experiments with LLM inference for weather report generation and machine translation. The classroom activities include class quizzes, focused research on downstream tasks and datasets, and an interactive "best paper" session aimed at reading and comprehension of research papers.
FlowBench: Revisiting and Benchmarking Workflow-Guided Planning for LLM-based Agents
LLM-based agents have emerged as promising tools, which are crafted to fulfill complex tasks by iterative planning and action. However, these agents are susceptible to undesired planning hallucinations when lacking specific knowledge for expertise-intensive tasks. To address this, preliminary attempts are made to enhance planning reliability by incorporating external workflow-related knowledge. Despite the promise, such infused knowledge is mostly disorganized and diverse in formats, lacking rigorous formalization and comprehensive comparisons. Motivated by this, we formalize different formats of workflow knowledge and present FlowBench, the first benchmark for workflow-guided planning. FlowBench covers 51 different scenarios from 6 domains, with knowledge presented in diverse formats. To assess different LLMs on FlowBench, we design a multi-tiered evaluation framework. We evaluate the efficacy of workflow knowledge across multiple formats, and the results indicate that current LLM agents need considerable improvements for satisfactory planning. We hope that our challenging benchmark can pave the way for future agent planning research.
SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation
Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.
Mini-BEHAVIOR: A Procedurally Generated Benchmark for Long-horizon Decision-Making in Embodied AI
We present Mini-BEHAVIOR, a novel benchmark for embodied AI that challenges agents to use reasoning and decision-making skills to solve complex activities that resemble everyday human challenges. The Mini-BEHAVIOR environment is a fast, realistic Gridworld environment that offers the benefits of rapid prototyping and ease of use while preserving a symbolic level of physical realism and complexity found in complex embodied AI benchmarks. We introduce key features such as procedural generation, to enable the creation of countless task variations and support open-ended learning. Mini-BEHAVIOR provides implementations of various household tasks from the original BEHAVIOR benchmark, along with starter code for data collection and reinforcement learning agent training. In essence, Mini-BEHAVIOR offers a fast, open-ended benchmark for evaluating decision-making and planning solutions in embodied AI. It serves as a user-friendly entry point for research and facilitates the evaluation and development of solutions, simplifying their assessment and development while advancing the field of embodied AI. Code is publicly available at https://github.com/StanfordVL/mini_behavior.
ChatGPT4PCG 2 Competition: Prompt Engineering for Science Birds Level Generation
This paper presents the second ChatGPT4PCG competition at the 2024 IEEE Conference on Games. In this edition of the competition, we follow the first edition, but make several improvements and changes. We introduce a new evaluation metric along with allowing a more flexible format for participants' submissions and making several improvements to the evaluation pipeline. Continuing from the first edition, we aim to foster and explore the realm of prompt engineering (PE) for procedural content generation (PCG). While the first competition saw success, it was hindered by various limitations; we aim to mitigate these limitations in this edition. We introduce diversity as a new metric to discourage submissions aimed at producing repetitive structures. Furthermore, we allow submission of a Python program instead of a prompt text file for greater flexibility in implementing advanced PE approaches, which may require control flow, including conditions and iterations. We also make several improvements to the evaluation pipeline with a better classifier for similarity evaluation and better-performing function signatures. We thoroughly evaluate the effectiveness of the new metric and the improved classifier. Additionally, we perform an ablation study to select a function signature to instruct ChatGPT for level generation. Finally, we provide implementation examples of various PE techniques in Python and evaluate their preliminary performance. We hope this competition serves as a resource and platform for learning about PE and PCG in general.
REASONING GYM: Reasoning Environments for Reinforcement Learning with Verifiable Rewards
We introduce Reasoning Gym (RG), a library of reasoning environments for reinforcement learning with verifiable rewards. It provides over 100 data generators and verifiers spanning multiple domains including algebra, arithmetic, computation, cognition, geometry, graph theory, logic, and various common games. Its key innovation is the ability to generate virtually infinite training data with adjustable complexity, unlike most previous reasoning datasets, which are typically fixed. This procedural generation approach allows for continuous evaluation across varying difficulty levels. Our experimental results demonstrate the efficacy of RG in both evaluating and reinforcement learning of reasoning models.
SCHEMA: State CHangEs MAtter for Procedure Planning in Instructional Videos
We study the problem of procedure planning in instructional videos, which aims to make a goal-oriented sequence of action steps given partial visual state observations. The motivation of this problem is to learn a structured and plannable state and action space. Recent works succeeded in sequence modeling of steps with only sequence-level annotations accessible during training, which overlooked the roles of states in the procedures. In this work, we point out that State CHangEs MAtter (SCHEMA) for procedure planning in instructional videos. We aim to establish a more structured state space by investigating the causal relations between steps and states in procedures. Specifically, we explicitly represent each step as state changes and track the state changes in procedures. For step representation, we leveraged the commonsense knowledge in large language models (LLMs) to describe the state changes of steps via our designed chain-of-thought prompting. For state change tracking, we align visual state observations with language state descriptions via cross-modal contrastive learning, and explicitly model the intermediate states of the procedure using LLM-generated state descriptions. Experiments on CrossTask, COIN, and NIV benchmark datasets demonstrate that our proposed SCHEMA model achieves state-of-the-art performance and obtains explainable visualizations.
Infinite Photorealistic Worlds using Procedural Generation
We introduce Infinigen, a procedural generator of photorealistic 3D scenes of the natural world. Infinigen is entirely procedural: every asset, from shape to texture, is generated from scratch via randomized mathematical rules, using no external source and allowing infinite variation and composition. Infinigen offers broad coverage of objects and scenes in the natural world including plants, animals, terrains, and natural phenomena such as fire, cloud, rain, and snow. Infinigen can be used to generate unlimited, diverse training data for a wide range of computer vision tasks including object detection, semantic segmentation, optical flow, and 3D reconstruction. We expect Infinigen to be a useful resource for computer vision research and beyond. Please visit https://infinigen.org for videos, code and pre-generated data.
Large Language Models can accomplish Business Process Management Tasks
Business Process Management (BPM) aims to improve organizational activities and their outcomes by managing the underlying processes. To achieve this, it is often necessary to consider information from various sources, including unstructured textual documents. Therefore, researchers have developed several BPM-specific solutions that extract information from textual documents using Natural Language Processing techniques. These solutions are specific to their respective tasks and cannot accomplish multiple process-related problems as a general-purpose instrument. However, in light of the recent emergence of Large Language Models (LLMs) with remarkable reasoning capabilities, such a general-purpose instrument with multiple applications now appears attainable. In this paper, we illustrate how LLMs can accomplish text-related BPM tasks by applying a specific LLM to three exemplary tasks: mining imperative process models from textual descriptions, mining declarative process models from textual descriptions, and assessing the suitability of process tasks from textual descriptions for robotic process automation. We show that, without extensive configuration or prompt engineering, LLMs perform comparably to or better than existing solutions and discuss implications for future BPM research as well as practical usage.
AgentKit: Flow Engineering with Graphs, not Coding
We propose an intuitive LLM prompting framework (AgentKit) for multifunctional agents. AgentKit offers a unified framework for explicitly constructing a complex "thought process" from simple natural language prompts. The basic building block in AgentKit is a node, containing a natural language prompt for a specific subtask. The user then puts together chains of nodes, like stacking LEGO pieces. The chains of nodes can be designed to explicitly enforce a naturally structured "thought process". For example, for the task of writing a paper, one may start with the thought process of 1) identify a core message, 2) identify prior research gaps, etc. The nodes in AgentKit can be designed and combined in different ways to implement multiple advanced capabilities including on-the-fly hierarchical planning, reflection, and learning from interactions. In addition, due to the modular nature and the intuitive design to simulate explicit human thought process, a basic agent could be implemented as simple as a list of prompts for the subtasks and therefore could be designed and tuned by someone without any programming experience. Quantitatively, we show that agents designed through AgentKit achieve SOTA performance on WebShop and Crafter. These advances underscore AgentKit's potential in making LLM agents effective and accessible for a wider range of applications. https://github.com/holmeswww/AgentKit
Web-CogReasoner: Towards Knowledge-Induced Cognitive Reasoning for Web Agents
Multimodal large-scale models have significantly advanced the development of web agents, enabling perception and interaction with digital environments akin to human cognition. In this paper, we argue that web agents must first acquire sufficient knowledge to effectively engage in cognitive reasoning. Therefore, we decompose a web agent's capabilities into two essential stages: knowledge content learning and cognitive processes. To formalize this, we propose Web-CogKnowledge Framework, categorizing knowledge as Factual, Conceptual, and Procedural. In this framework, knowledge content learning corresponds to the agent's processes of Memorizing and Understanding, which rely on the first two knowledge types, representing the "what" of learning. Conversely, cognitive processes correspond to Exploring, grounded in Procedural knowledge, defining the "how" of reasoning and action. To facilitate knowledge acquisition, we construct the Web-CogDataset, a structured resource curated from 14 real-world websites, designed to systematically instill core knowledge necessary for web agent. This dataset serves as the agent's conceptual grounding-the "nouns" upon which comprehension is built-as well as the basis for learning how to reason and act. Building on this foundation, we operationalize these processes through a novel knowledge-driven Chain-of-Thought (CoT) reasoning framework, developing and training our proposed agent, the Web-CogReasoner. Extensive experimentation reveals its significant superiority over existing models, especially in generalizing to unseen tasks where structured knowledge is decisive. To enable rigorous evaluation, we introduce the Web-CogBench, a comprehensive evaluation suite designed to assess and compare agent performance across the delineated knowledge domains and cognitive capabilities. Our code and data is open sourced at https://github.com/Gnonymous/Web-CogReasoner
NurViD: A Large Expert-Level Video Database for Nursing Procedure Activity Understanding
The application of deep learning to nursing procedure activity understanding has the potential to greatly enhance the quality and safety of nurse-patient interactions. By utilizing the technique, we can facilitate training and education, improve quality control, and enable operational compliance monitoring. However, the development of automatic recognition systems in this field is currently hindered by the scarcity of appropriately labeled datasets. The existing video datasets pose several limitations: 1) these datasets are small-scale in size to support comprehensive investigations of nursing activity; 2) they primarily focus on single procedures, lacking expert-level annotations for various nursing procedures and action steps; and 3) they lack temporally localized annotations, which prevents the effective localization of targeted actions within longer video sequences. To mitigate these limitations, we propose NurViD, a large video dataset with expert-level annotation for nursing procedure activity understanding. NurViD consists of over 1.5k videos totaling 144 hours, making it approximately four times longer than the existing largest nursing activity datasets. Notably, it encompasses 51 distinct nursing procedures and 177 action steps, providing a much more comprehensive coverage compared to existing datasets that primarily focus on limited procedures. To evaluate the efficacy of current deep learning methods on nursing activity understanding, we establish three benchmarks on NurViD: procedure recognition on untrimmed videos, procedure and action recognition on trimmed videos, and action detection. Our benchmark and code will be available at https://github.com/minghu0830/NurViD-benchmark.
Personalized Path Recourse
This paper introduces Personalized Path Recourse, a novel method that generates recourse paths for an agent. The objective is to achieve desired goals (e.g., better outcomes compared to the agent's original paths of action), while ensuring a high similarity to the agent's original paths and being personalized to the agent. Personalization refers to the extent to which the new path is tailored to the agent's observed behavior patterns from their policy function. We train a personalized recourse agent to generate such personalized paths, which are obtained using reward functions that consider the goal, similarity, and personalization. The proposed method is applicable to both reinforcement learning and supervised learning settings for correcting or improving sequences of actions or sequences of data to achieve a pre-determined goal. The method is evaluated in various settings and demonstrates promising results.
MarioGPT: Open-Ended Text2Level Generation through Large Language Models
Procedural Content Generation (PCG) algorithms provide a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. In this work, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. We show that MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model. We also combine MarioGPT with novelty search, enabling it to generate diverse levels with varying play-style dynamics (i.e. player paths). This combination allows for the open-ended generation of an increasingly diverse range of content.
BioProBench: Comprehensive Dataset and Benchmark in Biological Protocol Understanding and Reasoning
Biological protocols are fundamental to reproducible and safe life science research. While LLMs excel on general tasks, their systematic evaluation on these highly specialized, accuracy-critical, and inherently procedural texts remains limited. In this work, we present BioProBench, the first large-scale, integrated multi-task benchmark for biological protocol understanding and reasoning. While limited benchmarks have touched upon specific aspects like protocol QA, BioProBench provides a comprehensive suite of five core tasks: Protocol Question Answering, Step Ordering, Error Correction, Protocol Generation, and Protocol Reasoning, enabling a holistic evaluation of LLMs on procedural biological texts. Built upon 27K original protocols, it yields nearly 556K high-quality structured instances. We evaluate 12 mainstream open/closed-source LLMs on BioProBench. Experimental results reveal that while top models preform well on surface understanding tasks, struggle significantly with deep reasoning and structured generation tasks like ordering and generation. Furthermore, model comparisons reveal diverse performance: certain open-source models approach closed-source levels on some tasks, yet bio-specific small models lag behind general LLMs, indicating limitations on complex procedural content. Overall, our findings underscore that procedural reasoning within biological protocols represents a significant challenge for current LLMs. BioProBench serves as a standardized framework to diagnose these specific limitations and guide the development of AI systems better equipped for safely automating complex scientific procedures. The code and data are available at: https://github.com/YuyangSunshine/bioprotocolbench and https://huggingface.co/datasets/GreatCaptainNemo/BioProBench.
Ready Jurist One: Benchmarking Language Agents for Legal Intelligence in Dynamic Environments
The gap between static benchmarks and the dynamic nature of real-world legal practice poses a key barrier to advancing legal intelligence. To this end, we introduce J1-ENVS, the first interactive and dynamic legal environment tailored for LLM-based agents. Guided by legal experts, it comprises six representative scenarios from Chinese legal practices across three levels of environmental complexity. We further introduce J1-EVAL, a fine-grained evaluation framework, designed to assess both task performance and procedural compliance across varying levels of legal proficiency. Extensive experiments on 17 LLM agents reveal that, while many models demonstrate solid legal knowledge, they struggle with procedural execution in dynamic settings. Even the SOTA model, GPT-4o, falls short of 60% overall performance. These findings highlight persistent challenges in achieving dynamic legal intelligence and offer valuable insights to guide future research.
Describe, Explain, Plan and Select: Interactive Planning with Large Language Models Enables Open-World Multi-Task Agents
In this paper, we study the problem of planning in Minecraft, a popular, democratized yet challenging open-ended environment for developing multi-task embodied agents. We've found two primary challenges of empowering such agents with planning: 1) planning in an open-ended world like Minecraft requires precise and multi-step reasoning due to the long-term nature of the tasks, and 2) as vanilla planners do not consider the proximity to the current agent when ordering parallel sub-goals within a complicated plan, the resulting plan could be inefficient. To this end, we propose "Describe, Explain, Plan and Select" (DEPS), an interactive planning approach based on Large Language Models (LLMs). Our approach helps with better error correction from the feedback during the long-haul planning, while also bringing the sense of proximity via goal Selector, a learnable module that ranks parallel sub-goals based on the estimated steps of completion and improves the original plan accordingly. Our experiments mark the milestone of the first multi-task agent that can robustly accomplish 70+ Minecraft tasks and nearly doubles the overall performances. Finally, the ablation and exploratory studies detail how our design beats the counterparts and provide a promising update on the ObtainDiamond grand challenge with our approach. The code is released at https://github.com/CraftJarvis/MC-Planner.
PRewrite: Prompt Rewriting with Reinforcement Learning
Prompt engineering is critical for the development of LLM-based applications. However, it is usually done manually in a "trial and error" fashion. This manual procedure can be time consuming, ineffective, and the generated prompts are, in a lot of cases, sub-optimal. Even for the prompts which seemingly work well, there is always a lingering question: can the prompts be made better with further modifications? To address these questions, in this paper, we investigate prompt engineering automation. We consider a specific use case scenario in which developers/users have drafted initial prompts, but lack the time/expertise to optimize them. We propose PRewrite, an automated tool to rewrite these drafts and to generate highly effective new prompts. PRewrite is based on the Reinforcement Learning (RL) framework which allows for end-to-end optimization and our design allows the RL search to happen in a large action space. The automated tool leverages manually crafted prompts as starting points which makes the rewriting procedure more guided and efficient. The generated prompts are human readable, and self-explanatory, unlike some of those in previous works. We conducted extensive experiments on diverse datasets and found that the prompts generated with this new method not only outperform professionally crafted prompts, but also prompts generated with other previously proposed methods.
Scenarios for Development, Test and Validation of Automated Vehicles
The ISO 26262 standard from 2016 represents the state of the art for a safety-guided development of safety-critical electric/electronic vehicle systems. These vehicle systems include advanced driver assistance systems and vehicle guidance systems. The development process proposed in the ISO 26262 standard is based upon multiple V-models, and defines activities and work products for each process step. In many of these process steps, scenario based approaches can be applied to achieve the defined work products for the development of automated driving functions. To accomplish the work products of different process steps, scenarios have to focus on various aspects like a human understandable notation or a description via time-space variables. This leads to contradictory requirements regarding the level of detail and way of notation for the representation of scenarios. In this paper, the authors present requirements for the representation of scenarios in different process steps defined by the ISO 26262 standard, propose a consistent terminology based on prior publications for the identified levels of abstraction, and demonstrate how scenarios can be systematically evolved along the phases of the development process outlined in the ISO 26262 standard.
Flow: A Modular Approach to Automated Agentic Workflow Generation
Multi-agent frameworks powered by large language models (LLMs) have demonstrated great success in automated planning and task execution. However, the effective adjustment of Agentic workflows during execution has not been well-studied. A effective workflow adjustment is crucial, as in many real-world scenarios, the initial plan must adjust to unforeseen challenges and changing conditions in real-time to ensure the efficient execution of complex tasks. In this paper, we define workflows as an activity-on-vertex (AOV) graphs. We continuously refine the workflow by dynamically adjusting task allocations based on historical performance and previous AOV with LLM agents. To further enhance system performance, we emphasize modularity in workflow design based on measuring parallelism and dependence complexity. Our proposed multi-agent framework achieved efficient sub-task concurrent execution, goal achievement, and error tolerance. Empirical results across different practical tasks demonstrate dramatic improvements in the efficiency of multi-agent frameworks through dynamic workflow updating and modularization.
Enhancing LLM-Based Agents via Global Planning and Hierarchical Execution
Intelligent agent systems based on Large Language Models (LLMs) have shown great potential in real-world applications. However, existing agent frameworks still face critical limitations in task planning and execution, restricting their effectiveness and generalizability. Specifically, current planning methods often lack clear global goals, leading agents to get stuck in local branches, or produce non-executable plans. Meanwhile, existing execution mechanisms struggle to balance complexity and stability, and their limited action space restricts their ability to handle diverse real-world tasks. To address these limitations, we propose GoalAct, a novel agent framework that introduces a continuously updated global planning mechanism and integrates a hierarchical execution strategy. GoalAct decomposes task execution into high-level skills, including searching, coding, writing and more, thereby reducing planning complexity while enhancing the agents' adaptability across diverse task scenarios. We evaluate GoalAct on LegalAgentBench, a benchmark with multiple types of legal tasks that require the use of multiple types of tools. Experimental results demonstrate that GoalAct achieves state-of-the-art (SOTA) performance, with an average improvement of 12.22% in success rate. These findings highlight GoalAct's potential to drive the development of more advanced intelligent agent systems, making them more effective across complex real-world applications. Our code can be found at https://github.com/cjj826/GoalAct.
Reframing Tax Law Entailment as Analogical Reasoning
Statutory reasoning refers to the application of legislative provisions to a series of case facts described in natural language. We re-frame statutory reasoning as an analogy task, where each instance of the analogy task involves a combination of two instances of statutory reasoning. This increases the dataset size by two orders of magnitude, and introduces an element of interpretability. We show that this task is roughly as difficult to Natural Language Processing models as the original task. Finally, we come back to statutory reasoning, solving it with a combination of a retrieval mechanism and analogy models, and showing some progress on prior comparable work.
Language Models as Zero-Shot Planners: Extracting Actionable Knowledge for Embodied Agents
Can world knowledge learned by large language models (LLMs) be used to act in interactive environments? In this paper, we investigate the possibility of grounding high-level tasks, expressed in natural language (e.g. "make breakfast"), to a chosen set of actionable steps (e.g. "open fridge"). While prior work focused on learning from explicit step-by-step examples of how to act, we surprisingly find that if pre-trained LMs are large enough and prompted appropriately, they can effectively decompose high-level tasks into mid-level plans without any further training. However, the plans produced naively by LLMs often cannot map precisely to admissible actions. We propose a procedure that conditions on existing demonstrations and semantically translates the plans to admissible actions. Our evaluation in the recent VirtualHome environment shows that the resulting method substantially improves executability over the LLM baseline. The conducted human evaluation reveals a trade-off between executability and correctness but shows a promising sign towards extracting actionable knowledge from language models. Website at https://huangwl18.github.io/language-planner
HUMOTO: A 4D Dataset of Mocap Human Object Interactions
We present Human Motions with Objects (HUMOTO), a high-fidelity dataset of human-object interactions for motion generation, computer vision, and robotics applications. Featuring 736 sequences (7,875 seconds at 30 fps), HUMOTO captures interactions with 63 precisely modeled objects and 72 articulated parts. Our innovations include a scene-driven LLM scripting pipeline creating complete, purposeful tasks with natural progression, and a mocap-and-camera recording setup to effectively handle occlusions. Spanning diverse activities from cooking to outdoor picnics, HUMOTO preserves both physical accuracy and logical task flow. Professional artists rigorously clean and verify each sequence, minimizing foot sliding and object penetrations. We also provide benchmarks compared to other datasets. HUMOTO's comprehensive full-body motion and simultaneous multi-object interactions address key data-capturing challenges and provide opportunities to advance realistic human-object interaction modeling across research domains with practical applications in animation, robotics, and embodied AI systems. Project: https://jiaxin-lu.github.io/humoto/ .
ExCyTIn-Bench: Evaluating LLM agents on Cyber Threat Investigation
We present ExCyTIn-Bench, the first benchmark to Evaluate an LLM agent x on the task of Cyber Threat Investigation through security questions derived from investigation graphs. Real-world security analysts must sift through a large number of heterogeneous alert signals and security logs, follow multi-hop chains of evidence, and compile an incident report. With the developments of LLMs, building LLM-based agents for automatic thread investigation is a promising direction. To assist the development and evaluation of LLM agents, we construct a dataset from a controlled Azure tenant that covers 8 simulated real-world multi-step attacks, 57 log tables from Microsoft Sentinel and related services, and 589 automatically generated questions. We leverage security logs extracted with expert-crafted detection logic to build threat investigation graphs, and then generate questions with LLMs using paired nodes on the graph, taking the start node as background context and the end node as answer. Anchoring each question to these explicit nodes and edges not only provides automatic, explainable ground truth answers but also makes the pipeline reusable and readily extensible to new logs. This also enables the automatic generation of procedural tasks with verifiable rewards, which can be naturally extended to training agents via reinforcement learning. Our comprehensive experiments with different models confirm the difficulty of the task: with the base setting, the average reward across all evaluated models is 0.249, and the best achieved is 0.368, leaving substantial headroom for future research. Code and data are coming soon!
Opus: A Prompt Intention Framework for Complex Workflow Generation
This paper introduces the Opus Prompt Intention Framework, designed to improve complex Workflow Generation with instruction-tuned Large Language Models (LLMs). We propose an intermediate Intention Capture layer between user queries and Workflow Generation, implementing the Opus Workflow Intention Framework, which consists of extracting Workflow Signals from user queries, interpreting them into structured Workflow Intention objects, and generating Workflows based on these Intentions. Our results show that this layer enables LLMs to produce logical and meaningful outputs that scale reliably as query complexity increases. On a synthetic benchmark of 1,000 multi-intent query-Workflow(s) pairs, applying the Opus Prompt Intention Framework to Workflow Generation yields consistent improvements in semantic Workflow similarity metrics. In this paper, we introduce the Opus Prompt Intention Framework by applying the concepts of Workflow Signal and Workflow Intention to LLM-driven Workflow Generation. We present a reproducible, customizable LLM-based Intention Capture system to extract Workflow Signals and Workflow Intentions from user queries. Finally, we provide empirical evidence that the proposed system significantly improves Workflow Generation quality compared to direct generation from user queries, particularly in cases of Mixed Intention Elicitation.
Opus: A Large Work Model for Complex Workflow Generation
This paper introduces Opus, a novel framework for generating and optimizing Workflows tailored to complex Business Process Outsourcing (BPO) use cases, focusing on cost reduction and quality enhancement while adhering to established industry processes and operational constraints. Our approach generates executable Workflows from Intention, defined as the alignment of Client Input, Client Output, and Process Context. These Workflows are represented as Directed Acyclic Graphs (DAGs), with nodes as Tasks consisting of sequences of executable Instructions, including tools and human expert reviews. We adopt a two-phase methodology: Workflow Generation and Workflow Optimization. In the Generation phase, Workflows are generated using a Large Work Model (LWM) informed by a Work Knowledge Graph (WKG) that encodes domain-specific procedural and operational knowledge. In the Optimization phase, Workflows are transformed into Workflow Graphs (WFGs), where optimal Workflows are determined through path optimization. Our experiments demonstrate that state-of-the-art Large Language Models (LLMs) face challenges in reliably retrieving detailed process data as well as generating industry-compliant workflows. The key contributions of this paper include: - The integration of a Work Knowledge Graph (WKG) into a Large Work Model (LWM), enabling the generation of context-aware, semantically aligned, structured and auditable Workflows. - A two-phase approach that combines Workflow Generation from Intention with graph-based Workflow Optimization. - Opus Alpha 1 Large and Opus Alpha 1 Small, models that outperform state-of-the-art LLMs by 38\% and 29\% respectively in Workflow Generation for a Medical Coding use case.
Pretrained Language Models as Visual Planners for Human Assistance
In our pursuit of advancing multi-modal AI assistants capable of guiding users to achieve complex multi-step goals, we propose the task of "Visual Planning for Assistance (VPA)". Given a succinct natural language goal, e.g., "make a shelf", and a video of the user's progress so far, the aim of VPA is to devise a plan, i.e., a sequence of actions such as "sand shelf", "paint shelf", etc. to realize the specified goal. This requires assessing the user's progress from the (untrimmed) video, and relating it to the requirements of natural language goal, i.e., which actions to select and in what order? Consequently, this requires handling long video history and arbitrarily complex action dependencies. To address these challenges, we decompose VPA into video action segmentation and forecasting. Importantly, we experiment by formulating the forecasting step as a multi-modal sequence modeling problem, allowing us to leverage the strength of pre-trained LMs (as the sequence model). This novel approach, which we call Visual Language Model based Planner (VLaMP), outperforms baselines across a suite of metrics that gauge the quality of the generated plans. Furthermore, through comprehensive ablations, we also isolate the value of each component--language pre-training, visual observations, and goal information. We have open-sourced all the data, model checkpoints, and training code.
FineBio: A Fine-Grained Video Dataset of Biological Experiments with Hierarchical Annotation
In the development of science, accurate and reproducible documentation of the experimental process is crucial. Automatic recognition of the actions in experiments from videos would help experimenters by complementing the recording of experiments. Towards this goal, we propose FineBio, a new fine-grained video dataset of people performing biological experiments. The dataset consists of multi-view videos of 32 participants performing mock biological experiments with a total duration of 14.5 hours. One experiment forms a hierarchical structure, where a protocol consists of several steps, each further decomposed into a set of atomic operations. The uniqueness of biological experiments is that while they require strict adherence to steps described in each protocol, there is freedom in the order of atomic operations. We provide hierarchical annotation on protocols, steps, atomic operations, object locations, and their manipulation states, providing new challenges for structured activity understanding and hand-object interaction recognition. To find out challenges on activity understanding in biological experiments, we introduce baseline models and results on four different tasks, including (i) step segmentation, (ii) atomic operation detection (iii) object detection, and (iv) manipulated/affected object detection. Dataset and code are available from https://github.com/aistairc/FineBio.
A quantum teleportation inspired algorithm produces sentence meaning from word meaning and grammatical structure
We discuss an algorithm which produces the meaning of a sentence given meanings of its words, and its resemblance to quantum teleportation. In fact, this protocol was the main source of inspiration for this algorithm which has many applications in the area of Natural Language Processing.
Watch Every Step! LLM Agent Learning via Iterative Step-Level Process Refinement
Large language model agents have exhibited exceptional performance across a range of complex interactive tasks. Recent approaches have utilized tuning with expert trajectories to enhance agent performance, yet they primarily concentrate on outcome rewards, which may lead to errors or suboptimal actions due to the absence of process supervision signals. In this paper, we introduce the Iterative step-level Process Refinement (IPR) framework, which provides detailed step-by-step guidance to enhance agent training. Specifically, we adopt the Monte Carlo method to estimate step-level rewards. During each iteration, the agent explores along the expert trajectory and generates new actions. These actions are then evaluated against the corresponding step of expert trajectory using step-level rewards. Such comparison helps identify discrepancies, yielding contrastive action pairs that serve as training data for the agent. Our experiments on three complex agent tasks demonstrate that our framework outperforms a variety of strong baselines. Moreover, our analytical findings highlight the effectiveness of IPR in augmenting action efficiency and its applicability to diverse models.
LegalBench: Prototyping a Collaborative Benchmark for Legal Reasoning
Can foundation models be guided to execute tasks involving legal reasoning? We believe that building a benchmark to answer this question will require sustained collaborative efforts between the computer science and legal communities. To that end, this short paper serves three purposes. First, we describe how IRAC-a framework legal scholars use to distinguish different types of legal reasoning-can guide the construction of a Foundation Model oriented benchmark. Second, we present a seed set of 44 tasks built according to this framework. We discuss initial findings, and highlight directions for new tasks. Finally-inspired by the Open Science movement-we make a call for the legal and computer science communities to join our efforts by contributing new tasks. This work is ongoing, and our progress can be tracked here: https://github.com/HazyResearch/legalbench.
3D-GPT: Procedural 3D Modeling with Large Language Models
In the pursuit of efficient automated content creation, procedural generation, leveraging modifiable parameters and rule-based systems, emerges as a promising approach. Nonetheless, it could be a demanding endeavor, given its intricate nature necessitating a deep understanding of rules, algorithms, and parameters. To reduce workload, we introduce 3D-GPT, a framework utilizing large language models~(LLMs) for instruction-driven 3D modeling. 3D-GPT positions LLMs as proficient problem solvers, dissecting the procedural 3D modeling tasks into accessible segments and appointing the apt agent for each task. 3D-GPT integrates three core agents: the task dispatch agent, the conceptualization agent, and the modeling agent. They collaboratively achieve two objectives. First, it enhances concise initial scene descriptions, evolving them into detailed forms while dynamically adapting the text based on subsequent instructions. Second, it integrates procedural generation, extracting parameter values from enriched text to effortlessly interface with 3D software for asset creation. Our empirical investigations confirm that 3D-GPT not only interprets and executes instructions, delivering reliable results but also collaborates effectively with human designers. Furthermore, it seamlessly integrates with Blender, unlocking expanded manipulation possibilities. Our work highlights the potential of LLMs in 3D modeling, offering a basic framework for future advancements in scene generation and animation.
Exploring EFL students' prompt engineering in human-AI story writing: an Activity Theory perspective
This study applies Activity Theory to investigate how English as a foreign language (EFL) students prompt generative artificial intelligence (AI) tools during short story writing. Sixty-seven Hong Kong secondary school students created generative-AI tools using open-source language models and wrote short stories with them. The study collected and analyzed the students' generative-AI tools, short stories, and written reflections on their conditions or purposes for prompting. The research identified three main themes regarding the purposes for which students prompt generative-AI tools during short story writing: a lack of awareness of purposes, overcoming writer's block, and developing, expanding, and improving the story. The study also identified common characteristics of students' activity systems, including the sophistication of their generative-AI tools, the quality of their stories, and their school's overall academic achievement level, for their prompting of generative-AI tools for the three purposes during short story writing. The study's findings suggest that teachers should be aware of students' purposes for prompting generative-AI tools to provide tailored instructions and scaffolded guidance. The findings may also help designers provide differentiated instructions for users at various levels of story development when using a generative-AI tool.
PROC2PDDL: Open-Domain Planning Representations from Texts
Planning in a text-based environment continues to be a major challenge for AI systems. Recent approaches have used language models to predict a planning domain definition (e.g., PDDL) but have only been evaluated in closed-domain simulated environments. To address this, we present Proc2PDDL , the first dataset containing open-domain procedural texts paired with expert-annotated PDDL representations. Using this dataset, we evaluate state-of-the-art models on defining the preconditions and effects of actions. We show that Proc2PDDL is highly challenging, with GPT-3.5's success rate close to 0% and GPT-4's around 35%. Our analysis shows both syntactic and semantic errors, indicating LMs' deficiency in both generating domain-specific prgorams and reasoning about events. We hope this analysis and dataset helps future progress towards integrating the best of LMs and formal planning.
Database Systems Course: Service Learning Project
This paper describes a service learning project used in an upper-level and graduate-level database systems course. Students complete a small database project for a real client. The final product must match the client specification and needs, and include the database design and the final working database system with embedded user documentation. The solution must be implemented in a way to make it as easy to use as possible for the client. Students are expected to conduct professional meetings with their clients to understand the project, analyze the project's requirements, as well as design and implement the solution to the project. Students must have each milestone approved before starting the next phase of the project. The student learning objectives of a database system semester project are to: analyze a client's information system problem and determine the requirements for the solution; design a suitable database solution to the problem; use software design and development tools to design and develop a solution to the problem; communicate and interact with a client on a professional level; prepare effective documentation for both non-technical and technical software users; and interact ethically with all persons involved with a project. The broader impact objectives of a database system semester project are to: provide needed database solutions for organizations and businesses in the local area; provide a resume and portfolio-building opportunity for the students; provide a measure for assessing how well the program meets it mission; provide a mechanism for implementing service-based learning; provide a mechanism for outreach to local-area organizations and businesses; and provide a starting-point for undergraduate research projects.
A Large Dataset of Object Scans
We have created a dataset of more than ten thousand 3D scans of real objects. To create the dataset, we recruited 70 operators, equipped them with consumer-grade mobile 3D scanning setups, and paid them to scan objects in their environments. The operators scanned objects of their choosing, outside the laboratory and without direct supervision by computer vision professionals. The result is a large and diverse collection of object scans: from shoes, mugs, and toys to grand pianos, construction vehicles, and large outdoor sculptures. We worked with an attorney to ensure that data acquisition did not violate privacy constraints. The acquired data was irrevocably placed in the public domain and is available freely at http://redwood-data.org/3dscan .
PromptRPA: Generating Robotic Process Automation on Smartphones from Textual Prompts
Robotic Process Automation (RPA) offers a valuable solution for efficiently automating tasks on the graphical user interface (GUI), by emulating human interactions, without modifying existing code. However, its broader adoption is constrained by the need for expertise in both scripting languages and workflow design. To address this challenge, we present PromptRPA, a system designed to comprehend various task-related textual prompts (e.g., goals, procedures), thereby generating and performing corresponding RPA tasks. PromptRPA incorporates a suite of intelligent agents that mimic human cognitive functions, specializing in interpreting user intent, managing external information for RPA generation, and executing operations on smartphones. The agents can learn from user feedback and continuously improve their performance based on the accumulated knowledge. Experimental results indicated a performance jump from a 22.28% success rate in the baseline to 95.21% with PromptRPA, requiring an average of 1.66 user interventions for each new task. PromptRPA presents promising applications in fields such as tutorial creation, smart assistance, and customer service.
LAW: Legal Agentic Workflows for Custody and Fund Services Contracts
Legal contracts in the custody and fund services domain govern critical aspects such as key provider responsibilities, fee schedules, and indemnification rights. However, it is challenging for an off-the-shelf Large Language Model (LLM) to ingest these contracts due to the lengthy unstructured streams of text, limited LLM context windows, and complex legal jargon. To address these challenges, we introduce LAW (Legal Agentic Workflows for Custody and Fund Services Contracts). LAW features a modular design that responds to user queries by orchestrating a suite of domain-specific tools and text agents. Our experiments demonstrate that LAW, by integrating multiple specialized agents and tools, significantly outperforms the baseline. LAW excels particularly in complex tasks such as calculating a contract's termination date, surpassing the baseline by 92.9% points. Furthermore, LAW offers a cost-effective alternative to traditional fine-tuned legal LLMs by leveraging reusable, domain-specific tools.
When do they StOP?: A First Step Towards Automatically Identifying Team Communication in the Operating Room
Purpose: Surgical performance depends not only on surgeons' technical skills but also on team communication within and across the different professional groups present during the operation. Therefore, automatically identifying team communication in the OR is crucial for patient safety and advances in the development of computer-assisted surgical workflow analysis and intra-operative support systems. To take the first step, we propose a new task of detecting communication briefings involving all OR team members, i.e. the team Time-out and the StOP?-protocol, by localizing their start and end times in video recordings of surgical operations. Methods: We generate an OR dataset of real surgeries, called Team-OR, with more than one hundred hours of surgical videos captured by the multi-view camera system in the OR. The dataset contains temporal annotations of 33 Time-out and 22 StOP?-protocol activities in total. We then propose a novel group activity detection approach, where we encode both scene context and action features, and use an efficient neural network model to output the results. Results: The experimental results on the Team-OR dataset show that our approach outperforms existing state-of-the-art temporal action detection approaches. It also demonstrates the lack of research on group activities in the OR, proving the significance of our dataset. Conclusion: We investigate the Team Time-Out and the StOP?-protocol in the OR, by presenting the first OR dataset with temporal annotations of group activities protocols, and introducing a novel group activity detection approach that outperforms existing approaches. Code is available at https://github.com/CAMMA-public/Team-OR.
Annotation Guidelines for Corpus Novelties: Part 2 -- Alias Resolution Version 1.0
The Novelties corpus is a collection of novels (and parts of novels) annotated for Alias Resolution, among other tasks. This document describes the guidelines applied during the annotation process. It contains the instructions used by the annotators, as well as a number of examples retrieved from the annotated novels, and illustrating how canonical names should be defined, and which names should be considered as referring to the same entity.
FlowPlan: Zero-Shot Task Planning with LLM Flow Engineering for Robotic Instruction Following
Robotic instruction following tasks require seamless integration of visual perception, task planning, target localization, and motion execution. However, existing task planning methods for instruction following are either data-driven or underperform in zero-shot scenarios due to difficulties in grounding lengthy instructions into actionable plans under operational constraints. To address this, we propose FlowPlan, a structured multi-stage LLM workflow that elevates zero-shot pipeline and bridges the performance gap between zero-shot and data-driven in-context learning methods. By decomposing the planning process into modular stages--task information retrieval, language-level reasoning, symbolic-level planning, and logical evaluation--FlowPlan generates logically coherent action sequences while adhering to operational constraints and further extracts contextual guidance for precise instance-level target localization. Benchmarked on the ALFRED and validated in real-world applications, our method achieves competitive performance relative to data-driven in-context learning methods and demonstrates adaptability across diverse environments. This work advances zero-shot task planning in robotic systems without reliance on labeled data. Project website: https://instruction-following-project.github.io/.
Fine-grained Intent Classification in the Legal Domain
A law practitioner has to go through a lot of long legal case proceedings. To understand the motivation behind the actions of different parties/individuals in a legal case, it is essential that the parts of the document that express an intent corresponding to the case be clearly understood. In this paper, we introduce a dataset of 93 legal documents, belonging to the case categories of either Murder, Land Dispute, Robbery, or Corruption, where phrases expressing intent same as the category of the document are annotated. Also, we annotate fine-grained intents for each such phrase to enable a deeper understanding of the case for a reader. Finally, we analyze the performance of several transformer-based models in automating the process of extracting intent phrases (both at a coarse and a fine-grained level), and classifying a document into one of the possible 4 categories, and observe that, our dataset is challenging, especially in the case of fine-grained intent classification.
Integrating Reinforcement Learning, Action Model Learning, and Numeric Planning for Tackling Complex Tasks
Automated Planning algorithms require a model of the domain that specifies the preconditions and effects of each action. Obtaining such a domain model is notoriously hard. Algorithms for learning domain models exist, yet it remains unclear whether learning a domain model and planning is an effective approach for numeric planning environments, i.e., where states include discrete and numeric state variables. In this work, we explore the benefits of learning a numeric domain model and compare it with alternative model-free solutions. As a case study, we use two tasks in Minecraft, a popular sandbox game that has been used as an AI challenge. First, we consider an offline learning setting, where a set of expert trajectories are available to learn from. This is the standard setting for learning domain models. We used the Numeric Safe Action Model Learning (NSAM) algorithm to learn a numeric domain model and solve new problems with the learned domain model and a numeric planner. We call this model-based solution NSAM_(+p), and compare it to several model-free Imitation Learning (IL) and Offline Reinforcement Learning (RL) algorithms. Empirical results show that some IL algorithms can learn faster to solve simple tasks, while NSAM_(+p) allows solving tasks that require long-term planning and enables generalizing to solve problems in larger environments. Then, we consider an online learning setting, where learning is done by moving an agent in the environment. For this setting, we introduce RAMP. In RAMP, observations collected during the agent's execution are used to simultaneously train an RL policy and learn a planning domain action model. This forms a positive feedback loop between the RL policy and the learned domain model. We demonstrate experimentally the benefits of using RAMP, showing that it finds more efficient plans and solves more problems than several RL baselines.
The Dawn of GUI Agent: A Preliminary Case Study with Claude 3.5 Computer Use
The recently released model, Claude 3.5 Computer Use, stands out as the first frontier AI model to offer computer use in public beta as a graphical user interface (GUI) agent. As an early beta, its capability in the real-world complex environment remains unknown. In this case study to explore Claude 3.5 Computer Use, we curate and organize a collection of carefully designed tasks spanning a variety of domains and software. Observations from these cases demonstrate Claude 3.5 Computer Use's unprecedented ability in end-to-end language to desktop actions. Along with this study, we provide an out-of-the-box agent framework for deploying API-based GUI automation models with easy implementation. Our case studies aim to showcase a groundwork of capabilities and limitations of Claude 3.5 Computer Use with detailed analyses and bring to the fore questions about planning, action, and critic, which must be considered for future improvement. We hope this preliminary exploration will inspire future research into the GUI agent community. All the test cases in the paper can be tried through the project: https://github.com/showlab/computer_use_ootb.
HAPRec: Hybrid Activity and Plan Recognizer
Computer-based assistants have recently attracted much interest due to its applicability to ambient assisted living. Such assistants have to detect and recognize the high-level activities and goals performed by the assisted human beings. In this work, we demonstrate activity recognition in an indoor environment in order to identify the goal towards which the subject of the video is pursuing. Our hybrid approach combines an action recognition module and a goal recognition algorithm to identify the ultimate goal of the subject in the video.
Agentic Robot: A Brain-Inspired Framework for Vision-Language-Action Models in Embodied Agents
Long-horizon robotic manipulation poses significant challenges for autonomous systems, requiring extended reasoning, precise execution, and robust error recovery across complex sequential tasks. Current approaches, whether based on static planning or end-to-end visuomotor policies, suffer from error accumulation and lack effective verification mechanisms during execution, limiting their reliability in real-world scenarios. We present Agentic Robot, a brain-inspired framework that addresses these limitations through Standardized Action Procedures (SAP)--a novel coordination protocol governing component interactions throughout manipulation tasks. Drawing inspiration from Standardized Operating Procedures (SOPs) in human organizations, SAP establishes structured workflows for planning, execution, and verification phases. Our architecture comprises three specialized components: (1) a large reasoning model that decomposes high-level instructions into semantically coherent subgoals, (2) a vision-language-action executor that generates continuous control commands from real-time visual inputs, and (3) a temporal verifier that enables autonomous progression and error recovery through introspective assessment. This SAP-driven closed-loop design supports dynamic self-verification without external supervision. On the LIBERO benchmark, Agentic Robot achieves state-of-the-art performance with an average success rate of 79.6\%, outperforming SpatialVLA by 6.1\% and OpenVLA by 7.4\% on long-horizon tasks. These results demonstrate that SAP-driven coordination between specialized components enhances both performance and interpretability in sequential manipulation, suggesting significant potential for reliable autonomous systems. Project Github: https://agentic-robot.github.io.
Advocate for Complete Benchmarks for Formal Reasoning with Formal/Informal Statements and Formal/Informal Proofs
This position paper provides a critical but constructive discussion of current practices in benchmarking and evaluative practices in the field of formal reasoning and automated theorem proving. We take the position that open code, open data, and benchmarks that are complete and error-free will accelerate progress in this field. We identify practices that create barriers to contributing to this field and suggest ways to remove them. We also discuss some of the practices that might produce misleading evaluative information. We aim to create discussions that bring together people from various groups contributing to automated theorem proving, autoformalization, and informal reasoning.
One STEP at a time: Language Agents are Stepwise Planners
Language agents have shown promising adaptability in dynamic environments to perform complex tasks. However, despite the versatile knowledge embedded in large language models, these agents still fall short when it comes to tasks that require planning. We introduce STEP, a novel framework designed to efficiently learn from previous experiences to enhance the planning capabilities of language agents in future steps. Concretely, STEP functions through four interconnected components. First, the Planner takes on the task, breaks it down into subtasks and provides relevant insights. Then the Executor generates action candidates, while the Evaluator ensures the actions align with learned rules from previous experiences. Lastly, Memory stores experiences to inform future decisions. In the ScienceWorld benchmark, our results show that STEP consistently outperforms state-of-the-art models, achieving an overall score of 67.4 and successfully completing 12 out of 18 tasks. These findings highlight STEP's potential as a framework for enhancing planning capabilities in language agents, paving the way for more sophisticated task-solving in dynamic environments.
TeachMyAgent: a Benchmark for Automatic Curriculum Learning in Deep RL
Training autonomous agents able to generalize to multiple tasks is a key target of Deep Reinforcement Learning (DRL) research. In parallel to improving DRL algorithms themselves, Automatic Curriculum Learning (ACL) study how teacher algorithms can train DRL agents more efficiently by adapting task selection to their evolving abilities. While multiple standard benchmarks exist to compare DRL agents, there is currently no such thing for ACL algorithms. Thus, comparing existing approaches is difficult, as too many experimental parameters differ from paper to paper. In this work, we identify several key challenges faced by ACL algorithms. Based on these, we present TeachMyAgent (TA), a benchmark of current ACL algorithms leveraging procedural task generation. It includes 1) challenge-specific unit-tests using variants of a procedural Box2D bipedal walker environment, and 2) a new procedural Parkour environment combining most ACL challenges, making it ideal for global performance assessment. We then use TeachMyAgent to conduct a comparative study of representative existing approaches, showcasing the competitiveness of some ACL algorithms that do not use expert knowledge. We also show that the Parkour environment remains an open problem. We open-source our environments, all studied ACL algorithms (collected from open-source code or re-implemented), and DRL students in a Python package available at https://github.com/flowersteam/TeachMyAgent.
Self-Resource Allocation in Multi-Agent LLM Systems
With the development of LLMs as agents, there is a growing interest in connecting multiple agents into multi-agent systems to solve tasks concurrently, focusing on their role in task assignment and coordination. This paper explores how LLMs can effectively allocate computational tasks among multiple agents, considering factors such as cost, efficiency, and performance. In this work, we address key questions, including the effectiveness of LLMs as orchestrators and planners, comparing their effectiveness in task assignment and coordination. Our experiments demonstrate that LLMs can achieve high validity and accuracy in resource allocation tasks. We find that the planner method outperforms the orchestrator method in handling concurrent actions, resulting in improved efficiency and better utilization of agents. Additionally, we show that providing explicit information about worker capabilities enhances the allocation strategies of planners, particularly when dealing with suboptimal workers.
BEHAVIOR-1K: A Human-Centered, Embodied AI Benchmark with 1,000 Everyday Activities and Realistic Simulation
We present BEHAVIOR-1K, a comprehensive simulation benchmark for human-centered robotics. BEHAVIOR-1K includes two components, guided and motivated by the results of an extensive survey on "what do you want robots to do for you?". The first is the definition of 1,000 everyday activities, grounded in 50 scenes (houses, gardens, restaurants, offices, etc.) with more than 9,000 objects annotated with rich physical and semantic properties. The second is OMNIGIBSON, a novel simulation environment that supports these activities via realistic physics simulation and rendering of rigid bodies, deformable bodies, and liquids. Our experiments indicate that the activities in BEHAVIOR-1K are long-horizon and dependent on complex manipulation skills, both of which remain a challenge for even state-of-the-art robot learning solutions. To calibrate the simulation-to-reality gap of BEHAVIOR-1K, we provide an initial study on transferring solutions learned with a mobile manipulator in a simulated apartment to its real-world counterpart. We hope that BEHAVIOR-1K's human-grounded nature, diversity, and realism make it valuable for embodied AI and robot learning research. Project website: https://behavior.stanford.edu.
Constitutional AI: Harmlessness from AI Feedback
As AI systems become more capable, we would like to enlist their help to supervise other AIs. We experiment with methods for training a harmless AI assistant through self-improvement, without any human labels identifying harmful outputs. The only human oversight is provided through a list of rules or principles, and so we refer to the method as 'Constitutional AI'. The process involves both a supervised learning and a reinforcement learning phase. In the supervised phase we sample from an initial model, then generate self-critiques and revisions, and then finetune the original model on revised responses. In the RL phase, we sample from the finetuned model, use a model to evaluate which of the two samples is better, and then train a preference model from this dataset of AI preferences. We then train with RL using the preference model as the reward signal, i.e. we use 'RL from AI Feedback' (RLAIF). As a result we are able to train a harmless but non-evasive AI assistant that engages with harmful queries by explaining its objections to them. Both the SL and RL methods can leverage chain-of-thought style reasoning to improve the human-judged performance and transparency of AI decision making. These methods make it possible to control AI behavior more precisely and with far fewer human labels.
Participation and Division of Labor in User-Driven Algorithm Audits: How Do Everyday Users Work together to Surface Algorithmic Harms?
Recent years have witnessed an interesting phenomenon in which users come together to interrogate potentially harmful algorithmic behaviors they encounter in their everyday lives. Researchers have started to develop theoretical and empirical understandings of these user driven audits, with a hope to harness the power of users in detecting harmful machine behaviors. However, little is known about user participation and their division of labor in these audits, which are essential to support these collective efforts in the future. Through collecting and analyzing 17,984 tweets from four recent cases of user driven audits, we shed light on patterns of user participation and engagement, especially with the top contributors in each case. We also identified the various roles user generated content played in these audits, including hypothesizing, data collection, amplification, contextualization, and escalation. We discuss implications for designing tools to support user driven audits and users who labor to raise awareness of algorithm bias.
Working with AI: Measuring the Occupational Implications of Generative AI
Given the rapid adoption of generative AI and its potential to impact a wide range of tasks, understanding the effects of AI on the economy is one of society's most important questions. In this work, we take a step toward that goal by analyzing the work activities people do with AI, how successfully and broadly those activities are done, and combine that with data on what occupations do those activities. We analyze a dataset of 200k anonymized and privacy-scrubbed conversations between users and Microsoft Bing Copilot, a publicly available generative AI system. We find the most common work activities people seek AI assistance for involve gathering information and writing, while the most common activities that AI itself is performing are providing information and assistance, writing, teaching, and advising. Combining these activity classifications with measurements of task success and scope of impact, we compute an AI applicability score for each occupation. We find the highest AI applicability scores for knowledge work occupation groups such as computer and mathematical, and office and administrative support, as well as occupations such as sales whose work activities involve providing and communicating information. Additionally, we characterize the types of work activities performed most successfully, how wage and education correlate with AI applicability, and how real-world usage compares to predictions of occupational AI impact.
Masked Diffusion with Task-awareness for Procedure Planning in Instructional Videos
A key challenge with procedure planning in instructional videos lies in how to handle a large decision space consisting of a multitude of action types that belong to various tasks. To understand real-world video content, an AI agent must proficiently discern these action types (e.g., pour milk, pour water, open lid, close lid, etc.) based on brief visual observation. Moreover, it must adeptly capture the intricate semantic relation of the action types and task goals, along with the variable action sequences. Recently, notable progress has been made via the integration of diffusion models and visual representation learning to address the challenge. However, existing models employ rudimentary mechanisms to utilize task information to manage the decision space. To overcome this limitation, we introduce a simple yet effective enhancement - a masked diffusion model. The introduced mask acts akin to a task-oriented attention filter, enabling the diffusion/denoising process to concentrate on a subset of action types. Furthermore, to bolster the accuracy of task classification, we harness more potent visual representation learning techniques. In particular, we learn a joint visual-text embedding, where a text embedding is generated by prompting a pre-trained vision-language model to focus on human actions. We evaluate the method on three public datasets and achieve state-of-the-art performance on multiple metrics. Code is available at https://github.com/ffzzy840304/Masked-PDPP.
WorkflowLLM: Enhancing Workflow Orchestration Capability of Large Language Models
Recent advancements in large language models (LLMs) have driven a revolutionary paradigm shift in process automation from Robotic Process Automation to Agentic Process Automation by automating the workflow orchestration procedure based on LLMs. However, existing LLMs (even the advanced OpenAI GPT-4o) are confined to achieving satisfactory capability in workflow orchestration. To address this limitation, we present WorkflowLLM, a data-centric framework elaborately designed to enhance the capability of LLMs in workflow orchestration. It first constructs a large-scale fine-tuning dataset WorkflowBench with 106,763 samples, covering 1,503 APIs from 83 applications across 28 categories. Specifically, the construction process can be divided into three phases: (1) Data Collection: we collect real-world workflow data from Apple Shortcuts and RoutineHub, transcribing them into Python-style code. We further equip them with generated hierarchical thought via ChatGPT. (2) Query Expansion: we prompt ChatGPT to generate more task queries to enrich the diversity and complexity of workflows. (3) Workflow Generation: we leverage an annotator model trained on collected data to generate workflows for synthesized queries. Finally, we merge the synthetic samples that pass quality confirmation with the collected samples to obtain the WorkflowBench. Based on WorkflowBench, we fine-tune Llama-3.1-8B to obtain WorkflowLlama. Our experiments show that WorkflowLlama demonstrates a strong capacity to orchestrate complex workflows, while also achieving notable generalization performance on previously unseen APIs. Additionally, WorkflowBench exhibits robust zero-shot generalization capabilities on an out-of-distribution task planning dataset, T-Eval. Our data and code are available at https://github.com/OpenBMB/WorkflowLLM.
Unsupervised Task Graph Generation from Instructional Video Transcripts
This work explores the problem of generating task graphs of real-world activities. Different from prior formulations, we consider a setting where text transcripts of instructional videos performing a real-world activity (e.g., making coffee) are provided and the goal is to identify the key steps relevant to the task as well as the dependency relationship between these key steps. We propose a novel task graph generation approach that combines the reasoning capabilities of instruction-tuned language models along with clustering and ranking components to generate accurate task graphs in a completely unsupervised manner. We show that the proposed approach generates more accurate task graphs compared to a supervised learning approach on tasks from the ProceL and CrossTask datasets.
The TUM LapChole dataset for the M2CAI 2016 workflow challenge
In this technical report we present our collected dataset of laparoscopic cholecystectomies (LapChole). Laparoscopic videos of a total of 20 surgeries were recorded and annotated with surgical phase labels, of which 15 were randomly pre-determined as training data, while the remaining 5 videos are selected as test data. This dataset was later included as part of the M2CAI 2016 workflow detection challenge during MICCAI 2016 in Athens.
Hi Robot: Open-Ended Instruction Following with Hierarchical Vision-Language-Action Models
Generalist robots that can perform a range of different tasks in open-world settings must be able to not only reason about the steps needed to accomplish their goals, but also process complex instructions, prompts, and even feedback during task execution. Intricate instructions (e.g., "Could you make me a vegetarian sandwich?" or "I don't like that one") require not just the ability to physically perform the individual steps, but the ability to situate complex commands and feedback in the physical world. In this work, we describe a system that uses vision-language models in a hierarchical structure, first reasoning over complex prompts and user feedback to deduce the most appropriate next step to fulfill the task, and then performing that step with low-level actions. In contrast to direct instruction following methods that can fulfill simple commands ("pick up the cup"), our system can reason through complex prompts and incorporate situated feedback during task execution ("that's not trash"). We evaluate our system across three robotic platforms, including single-arm, dual-arm, and dual-arm mobile robots, demonstrating its ability to handle tasks such as cleaning messy tables, making sandwiches, and grocery shopping. Videos are available at https://www.pi.website/research/hirobot
Situated Dialogue Learning through Procedural Environment Generation
We teach goal-driven agents to interactively act and speak in situated environments by training on generated curriculums. Our agents operate in LIGHT (Urbanek et al. 2019) -- a large-scale crowd-sourced fantasy text adventure game wherein an agent perceives and interacts with the world through textual natural language. Goals in this environment take the form of character-based quests, consisting of personas and motivations. We augment LIGHT by learning to procedurally generate additional novel textual worlds and quests to create a curriculum of steadily increasing difficulty for training agents to achieve such goals. In particular, we measure curriculum difficulty in terms of the rarity of the quest in the original training distribution -- an easier environment is one that is more likely to have been found in the unaugmented dataset. An ablation study shows that this method of learning from the tail of a distribution results in significantly higher generalization abilities as measured by zero-shot performance on never-before-seen quests.
Hierarchical Auto-Organizing System for Open-Ended Multi-Agent Navigation
Due to the dynamic and unpredictable open-world setting, navigating complex environments in Minecraft poses significant challenges for multi-agent systems. Agents must interact with the environment and coordinate their actions with other agents to achieve common objectives. However, traditional approaches often struggle to efficiently manage inter-agent communication and task distribution, crucial for effective multi-agent navigation. Furthermore, processing and integrating multi-modal information (such as visual, textual, and auditory data) is essential for agents to comprehend their goals and navigate the environment successfully and fully. To address this issue, we design the HAS framework to auto-organize groups of LLM-based agents to complete navigation tasks. In our approach, we devise a hierarchical auto-organizing navigation system, which is characterized by 1) a hierarchical system for multi-agent organization, ensuring centralized planning and decentralized execution; 2) an auto-organizing and intra-communication mechanism, enabling dynamic group adjustment under subtasks; 3) a multi-modal information platform, facilitating multi-modal perception to perform the three navigation tasks with one system. To assess organizational behavior, we design a series of navigation tasks in the Minecraft environment, which includes searching and exploring. We aim to develop embodied organizations that push the boundaries of embodied AI, moving it towards a more human-like organizational structure.
Game On: Towards Language Models as RL Experimenters
We propose an agent architecture that automates parts of the common reinforcement learning experiment workflow, to enable automated mastery of control domains for embodied agents. To do so, it leverages a VLM to perform some of the capabilities normally required of a human experimenter, including the monitoring and analysis of experiment progress, the proposition of new tasks based on past successes and failures of the agent, decomposing tasks into a sequence of subtasks (skills), and retrieval of the skill to execute - enabling our system to build automated curricula for learning. We believe this is one of the first proposals for a system that leverages a VLM throughout the full experiment cycle of reinforcement learning. We provide a first prototype of this system, and examine the feasibility of current models and techniques for the desired level of automation. For this, we use a standard Gemini model, without additional fine-tuning, to provide a curriculum of skills to a language-conditioned Actor-Critic algorithm, in order to steer data collection so as to aid learning new skills. Data collected in this way is shown to be useful for learning and iteratively improving control policies in a robotics domain. Additional examination of the ability of the system to build a growing library of skills, and to judge the progress of the training of those skills, also shows promising results, suggesting that the proposed architecture provides a potential recipe for fully automated mastery of tasks and domains for embodied agents.
LawFlow : Collecting and Simulating Lawyers' Thought Processes
Legal practitioners, particularly those early in their careers, face complex, high-stakes tasks that require adaptive, context-sensitive reasoning. While AI holds promise in supporting legal work, current datasets and models are narrowly focused on isolated subtasks and fail to capture the end-to-end decision-making required in real-world practice. To address this gap, we introduce LawFlow, a dataset of complete end-to-end legal workflows collected from trained law students, grounded in real-world business entity formation scenarios. Unlike prior datasets focused on input-output pairs or linear chains of thought, LawFlow captures dynamic, modular, and iterative reasoning processes that reflect the ambiguity, revision, and client-adaptive strategies of legal practice. Using LawFlow, we compare human and LLM-generated workflows, revealing systematic differences in structure, reasoning flexibility, and plan execution. Human workflows tend to be modular and adaptive, while LLM workflows are more sequential, exhaustive, and less sensitive to downstream implications. Our findings also suggest that legal professionals prefer AI to carry out supportive roles, such as brainstorming, identifying blind spots, and surfacing alternatives, rather than executing complex workflows end-to-end. Building on these findings, we propose a set of design suggestions, rooted in empirical observations, that align AI assistance with human goals of clarity, completeness, creativity, and efficiency, through hybrid planning, adaptive execution, and decision-point support. Our results highlight both the current limitations of LLMs in supporting complex legal workflows and opportunities for developing more collaborative, reasoning-aware legal AI systems. All data and code are available on our project page (https://minnesotanlp.github.io/LawFlow-website/).
SemEval 2017 Task 10: ScienceIE - Extracting Keyphrases and Relations from Scientific Publications
We describe the SemEval task of extracting keyphrases and relations between them from scientific documents, which is crucial for understanding which publications describe which processes, tasks and materials. Although this was a new task, we had a total of 26 submissions across 3 evaluation scenarios. We expect the task and the findings reported in this paper to be relevant for researchers working on understanding scientific content, as well as the broader knowledge base population and information extraction communities.
Benchmarking the Processing of Aircraft Tracks with Triples Mode and Self-Scheduling
As unmanned aircraft systems (UASs) continue to integrate into the U.S. National Airspace System (NAS), there is a need to quantify the risk of airborne collisions between unmanned and manned aircraft to support regulation and standards development. Developing and certifying collision avoidance systems often rely on the extensive use of Monte Carlo collision risk analysis simulations using probabilistic models of aircraft flight. To train these models, high performance computing resources are required. We've prototyped a high performance computing workflow designed and deployed on the Lincoln Laboratory Supercomputing Center to process billions of observations of aircraft. However, the prototype has various computational and storage bottlenecks that limited rapid or more comprehensive analyses and models. In response, we have developed a novel workflow to take advantage of various job launch and task distribution technologies to improve performance. The workflow was benchmarked using two datasets of observations of aircraft, including a new dataset focused on the environment around aerodromes. Optimizing how the workflow was parallelized drastically reduced the execution time from weeks to days.
A Dataset for Statutory Reasoning in Tax Law Entailment and Question Answering
Legislation can be viewed as a body of prescriptive rules expressed in natural language. The application of legislation to facts of a case we refer to as statutory reasoning, where those facts are also expressed in natural language. Computational statutory reasoning is distinct from most existing work in machine reading, in that much of the information needed for deciding a case is declared exactly once (a law), while the information needed in much of machine reading tends to be learned through distributional language statistics. To investigate the performance of natural language understanding approaches on statutory reasoning, we introduce a dataset, together with a legal-domain text corpus. Straightforward application of machine reading models exhibits low out-of-the-box performance on our questions, whether or not they have been fine-tuned to the legal domain. We contrast this with a hand-constructed Prolog-based system, designed to fully solve the task. These experiments support a discussion of the challenges facing statutory reasoning moving forward, which we argue is an interesting real-world task that can motivate the development of models able to utilize prescriptive rules specified in natural language.
MobileAgent: enhancing mobile control via human-machine interaction and SOP integration
Agents centered around Large Language Models (LLMs) are now capable of automating mobile device operations for users. After fine-tuning to learn a user's mobile operations, these agents can adhere to high-level user instructions online. They execute tasks such as goal decomposition, sequencing of sub-goals, and interactive environmental exploration, until the final objective is achieved. However, privacy concerns related to personalized user data arise during mobile operations, requiring user confirmation. Moreover, users' real-world operations are exploratory, with action data being complex and redundant, posing challenges for agent learning. To address these issues, in our practical application, we have designed interactive tasks between agents and humans to identify sensitive information and align with personalized user needs. Additionally, we integrated Standard Operating Procedure (SOP) information within the model's in-context learning to enhance the agent's comprehension of complex task execution. Our approach is evaluated on the new device control benchmark AitW, which encompasses 30K unique instructions across multi-step tasks, including application operation, web searching, and web shopping. Experimental results show that the SOP-based agent achieves state-of-the-art performance in LLMs without incurring additional inference costs, boasting an overall action success rate of 66.92\%. The code and data examples are available at https://github.com/alipay/mobile-agent.
Datasets of Fire and Crime Incidents in Pampanga, Philippines
The fire and crime incident datasets were requested and collected from two Philippine regional agencies (i.e., the Bureau of Fire Protection and the Philippine National Police). The datasets were used to initially analyze and map both fire and crime incidents within the province of Pampanga for a specific time frame. Several data preparation, normalization, and data cleaning steps were implemented to properly map and identify patterns within the datasets. The initial results also indicate the leading causes of fire and crimes are rubbish and acts against property. Fires mostly occur during the dry season in the province. Crime is particularly high during December, and most of the fire and crime incidents occur during the time when people are most active. The dataset was able to present the temporal characteristics of the fire and crime incidents that occurred in the province of Pampanga. Merge the existing dataset with the other datasets from other related agencies to get a bigger picture and produce more objective results that could be used for decision-making.
Plancraft: an evaluation dataset for planning with LLM agents
We present Plancraft, a multi-modal evaluation dataset for LLM agents. Plancraft has both a text-only and multi-modal interface, based on the Minecraft crafting GUI. We include the Minecraft Wiki to evaluate tool use and Retrieval Augmented Generation (RAG), as well as an oracle planner and oracle RAG information extractor, to ablate the different components of a modern agent architecture. To evaluate decision-making, Plancraft also includes a subset of examples that are intentionally unsolvable, providing a realistic challenge that requires the agent not only to complete tasks but also to decide whether they are solvable at all. We benchmark both open-source and closed-source LLMs and strategies on our task and compare their performance to a handcrafted planner. We find that LLMs and VLMs struggle with the planning problems that Plancraft introduces, and we offer suggestions on how to improve their capabilities.
TaskCraft: Automated Generation of Agentic Tasks
Agentic tasks, which require multi-step problem solving with autonomy, tool use, and adaptive reasoning, are becoming increasingly central to the advancement of NLP and AI. However, existing instruction data lacks tool interaction, and current agentic benchmarks rely on costly human annotation, limiting their scalability. We introduce TaskCraft, an automated workflow for generating difficulty-scalable, multi-tool, and verifiable agentic tasks with execution trajectories. TaskCraft expands atomic tasks using depth-based and width-based extensions to create structurally and hierarchically complex challenges. Empirical results show that these tasks improve prompt optimization in the generation workflow and enhance supervised fine-tuning of agentic foundation models. We present a large-scale synthetic dataset of approximately 36,000 tasks with varying difficulty to support future research on agent tuning and evaluation.
WonderJourney: Going from Anywhere to Everywhere
We introduce WonderJourney, a modularized framework for perpetual 3D scene generation. Unlike prior work on view generation that focuses on a single type of scenes, we start at any user-provided location (by a text description or an image) and generate a journey through a long sequence of diverse yet coherently connected 3D scenes. We leverage an LLM to generate textual descriptions of the scenes in this journey, a text-driven point cloud generation pipeline to make a compelling and coherent sequence of 3D scenes, and a large VLM to verify the generated scenes. We show compelling, diverse visual results across various scene types and styles, forming imaginary "wonderjourneys". Project website: https://kovenyu.com/WonderJourney/
Guided Reasoning: A Non-Technical Introduction
We introduce the concept and a default implementation of Guided Reasoning. A multi-agent system is a Guided Reasoning system iff one agent (the guide) primarily interacts with other agents in order to improve reasoning quality. We describe Logikon's default implementation of Guided Reasoning in non-technical terms. This is a living document we'll gradually enrich with more detailed information and examples. Code: https://github.com/logikon-ai/logikon
Skill-Critic: Refining Learned Skills for Reinforcement Learning
Hierarchical reinforcement learning (RL) can accelerate long-horizon decision-making by temporally abstracting a policy into multiple levels. Promising results in sparse reward environments have been seen with skills, i.e. sequences of primitive actions. Typically, a skill latent space and policy are discovered from offline data, but the resulting low-level policy can be unreliable due to low-coverage demonstrations or distribution shifts. As a solution, we propose fine-tuning the low-level policy in conjunction with high-level skill selection. Our Skill-Critic algorithm optimizes both the low and high-level policies; these policies are also initialized and regularized by the latent space learned from offline demonstrations to guide the joint policy optimization. We validate our approach in multiple sparse RL environments, including a new sparse reward autonomous racing task in Gran Turismo Sport. The experiments show that Skill-Critic's low-level policy fine-tuning and demonstration-guided regularization are essential for optimal performance. Images and videos are available at https://sites.google.com/view/skill-critic. We plan to open source the code with the final version.
A^2Nav: Action-Aware Zero-Shot Robot Navigation by Exploiting Vision-and-Language Ability of Foundation Models
We study the task of zero-shot vision-and-language navigation (ZS-VLN), a practical yet challenging problem in which an agent learns to navigate following a path described by language instructions without requiring any path-instruction annotation data. Normally, the instructions have complex grammatical structures and often contain various action descriptions (e.g., "proceed beyond", "depart from"). How to correctly understand and execute these action demands is a critical problem, and the absence of annotated data makes it even more challenging. Note that a well-educated human being can easily understand path instructions without the need for any special training. In this paper, we propose an action-aware zero-shot VLN method (A^2Nav) by exploiting the vision-and-language ability of foundation models. Specifically, the proposed method consists of an instruction parser and an action-aware navigation policy. The instruction parser utilizes the advanced reasoning ability of large language models (e.g., GPT-3) to decompose complex navigation instructions into a sequence of action-specific object navigation sub-tasks. Each sub-task requires the agent to localize the object and navigate to a specific goal position according to the associated action demand. To accomplish these sub-tasks, an action-aware navigation policy is learned from freely collected action-specific datasets that reveal distinct characteristics of each action demand. We use the learned navigation policy for executing sub-tasks sequentially to follow the navigation instruction. Extensive experiments show A^2Nav achieves promising ZS-VLN performance and even surpasses the supervised learning methods on R2R-Habitat and RxR-Habitat datasets.
Demonstrating specification gaming in reasoning models
We demonstrate LLM agent specification gaming by instructing models to win against a chess engine. We find reasoning models like o1 preview and DeepSeek-R1 will often hack the benchmark by default, while language models like GPT-4o and Claude 3.5 Sonnet need to be told that normal play won't work to hack. We improve upon prior work like (Hubinger et al., 2024; Meinke et al., 2024; Weij et al., 2024) by using realistic task prompts and avoiding excess nudging. Our results suggest reasoning models may resort to hacking to solve difficult problems, as observed in OpenAI (2024)'s o1 Docker escape during cyber capabilities testing.
Distilling Script Knowledge from Large Language Models for Constrained Language Planning
In everyday life, humans often plan their actions by following step-by-step instructions in the form of goal-oriented scripts. Previous work has exploited language models (LMs) to plan for abstract goals of stereotypical activities (e.g., "make a cake"), but leaves more specific goals with multi-facet constraints understudied (e.g., "make a cake for diabetics"). In this paper, we define the task of constrained language planning for the first time. We propose an overgenerate-then-filter approach to improve large language models (LLMs) on this task, and use it to distill a novel constrained language planning dataset, CoScript, which consists of 55,000 scripts. Empirical results demonstrate that our method significantly improves the constrained language planning ability of LLMs, especially on constraint faithfulness. Furthermore, CoScript is demonstrated to be quite effective in endowing smaller LMs with constrained language planning ability.
PlanGenLLMs: A Modern Survey of LLM Planning Capabilities
LLMs have immense potential for generating plans, transforming an initial world state into a desired goal state. A large body of research has explored the use of LLMs for various planning tasks, from web navigation to travel planning and database querying. However, many of these systems are tailored to specific problems, making it challenging to compare them or determine the best approach for new tasks. There is also a lack of clear and consistent evaluation criteria. Our survey aims to offer a comprehensive overview of current LLM planners to fill this gap. It builds on foundational work by Kartam and Wilkins (1990) and examines six key performance criteria: completeness, executability, optimality, representation, generalization, and efficiency. For each, we provide a thorough analysis of representative works and highlight their strengths and weaknesses. Our paper also identifies crucial future directions, making it a valuable resource for both practitioners and newcomers interested in leveraging LLM planning to support agentic workflows.
SmartFlow: Robotic Process Automation using LLMs
Robotic Process Automation (RPA) systems face challenges in handling complex processes and diverse screen layouts that require advanced human-like decision-making capabilities. These systems typically rely on pixel-level encoding through drag-and-drop or automation frameworks such as Selenium to create navigation workflows, rather than visual understanding of screen elements. In this context, we present SmartFlow, an AI-based RPA system that uses pre-trained large language models (LLMs) coupled with deep-learning based image understanding. Our system can adapt to new scenarios, including changes in the user interface and variations in input data, without the need for human intervention. SmartFlow uses computer vision and natural language processing to perceive visible elements on the graphical user interface (GUI) and convert them into a textual representation. This information is then utilized by LLMs to generate a sequence of actions that are executed by a scripting engine to complete an assigned task. To assess the effectiveness of SmartFlow, we have developed a dataset that includes a set of generic enterprise applications with diverse layouts, which we are releasing for research use. Our evaluations on this dataset demonstrate that SmartFlow exhibits robustness across different layouts and applications. SmartFlow can automate a wide range of business processes such as form filling, customer service, invoice processing, and back-office operations. SmartFlow can thus assist organizations in enhancing productivity by automating an even larger fraction of screen-based workflows. The demo-video and dataset are available at https://smartflow-4c5a0a.webflow.io/.
STEVE Series: Step-by-Step Construction of Agent Systems in Minecraft
Building an embodied agent system with a large language model (LLM) as its core is a promising direction. Due to the significant costs and uncontrollable factors associated with deploying and training such agents in the real world, we have decided to begin our exploration within the Minecraft environment. Our STEVE Series agents can complete basic tasks in a virtual environment and more challenging tasks such as navigation and even creative tasks, with an efficiency far exceeding previous state-of-the-art methods by a factor of 2.5times to 7.3times. We begin our exploration with a vanilla large language model, augmenting it with a vision encoder and an action codebase trained on our collected high-quality dataset STEVE-21K. Subsequently, we enhanced it with a Critic and memory to transform it into a complex system. Finally, we constructed a hierarchical multi-agent system. Our recent work explored how to prune the agent system through knowledge distillation. In the future, we will explore more potential applications of STEVE agents in the real world.
Chain of Thought Imitation with Procedure Cloning
Imitation learning aims to extract high-performance policies from logged demonstrations of expert behavior. It is common to frame imitation learning as a supervised learning problem in which one fits a function approximator to the input-output mapping exhibited by the logged demonstrations (input observations to output actions). While the framing of imitation learning as a supervised input-output learning problem allows for applicability in a wide variety of settings, it is also an overly simplistic view of the problem in situations where the expert demonstrations provide much richer insight into expert behavior. For example, applications such as path navigation, robot manipulation, and strategy games acquire expert demonstrations via planning, search, or some other multi-step algorithm, revealing not just the output action to be imitated but also the procedure for how to determine this action. While these intermediate computations may use tools not available to the agent during inference (e.g., environment simulators), they are nevertheless informative as a way to explain an expert's mapping of state to actions. To properly leverage expert procedure information without relying on the privileged tools the expert may have used to perform the procedure, we propose procedure cloning, which applies supervised sequence prediction to imitate the series of expert computations. This way, procedure cloning learns not only what to do (i.e., the output action), but how and why to do it (i.e., the procedure). Through empirical analysis on navigation, simulated robotic manipulation, and game-playing environments, we show that imitating the intermediate computations of an expert's behavior enables procedure cloning to learn policies exhibiting significant generalization to unseen environment configurations, including those configurations for which running the expert's procedure directly is infeasible.
Exploring the Inquiry-Diagnosis Relationship with Advanced Patient Simulators
Online medical consultation (OMC) restricts doctors to gathering patient information solely through inquiries, making the already complex sequential decision-making process of diagnosis even more challenging. Recently, the rapid advancement of large language models has demonstrated a significant potential to transform OMC. However, most studies have primarily focused on improving diagnostic accuracy under conditions of relatively sufficient information, while paying limited attention to the "inquiry" phase of the consultation process. This lack of focus has left the relationship between "inquiry" and "diagnosis" insufficiently explored. In this paper, we first extract real patient interaction strategies from authentic doctor-patient conversations and use these strategies to guide the training of a patient simulator that closely mirrors real-world behavior. By inputting medical records into our patient simulator to simulate patient responses, we conduct extensive experiments to explore the relationship between "inquiry" and "diagnosis" in the consultation process. Experimental results demonstrate that inquiry and diagnosis adhere to the Liebig's law: poor inquiry quality limits the effectiveness of diagnosis, regardless of diagnostic capability, and vice versa. Furthermore, the experiments reveal significant differences in the inquiry performance of various models. To investigate this phenomenon, we categorize the inquiry process into four types: (1) chief complaint inquiry; (2) specification of known symptoms; (3) inquiry about accompanying symptoms; and (4) gathering family or medical history. We analyze the distribution of inquiries across the four types for different models to explore the reasons behind their significant performance differences. We plan to open-source the weights and related code of our patient simulator at https://github.com/LIO-H-ZEN/PatientSimulator.
GraphicBench: A Planning Benchmark for Graphic Design with Language Agents
Large Language Model (LLM)-powered agents have unlocked new possibilities for automating human tasks. While prior work has focused on well-defined tasks with specified goals, the capabilities of agents in creative design tasks with open-ended goals remain underexplored. We introduce GraphicBench, a new planning benchmark for graphic design that covers 1,079 user queries and input images across four design types. We further present GraphicTown, an LLM agent framework with three design experts and 46 actions (tools) to choose from for executing each step of the planned workflows in web environments. Experiments with six LLMs demonstrate their ability to generate workflows that integrate both explicit design constraints from user queries and implicit commonsense constraints. However, these workflows often do not lead to successful execution outcomes, primarily due to challenges in: (1) reasoning about spatial relationships, (2) coordinating global dependencies across experts, and (3) retrieving the most appropriate action per step. We envision GraphicBench as a challenging yet valuable testbed for advancing LLM-agent planning and execution in creative design tasks.
SynWorld: Virtual Scenario Synthesis for Agentic Action Knowledge Refinement
In the interaction between agents and their environments, agents expand their capabilities by planning and executing actions. However, LLM-based agents face substantial challenges when deployed in novel environments or required to navigate unconventional action spaces. To empower agents to autonomously explore environments, optimize workflows, and enhance their understanding of actions, we propose SynWorld, a framework that allows agents to synthesize possible scenarios with multi-step action invocation within the action space and perform Monte Carlo Tree Search (MCTS) exploration to effectively refine their action knowledge in the current environment. Our experiments demonstrate that SynWorld is an effective and general approach to learning action knowledge in new environments. Code is available at https://github.com/zjunlp/SynWorld.
Improving Drone Imagery For Computer Vision/Machine Learning in Wilderness Search and Rescue
This paper describes gaps in acquisition of drone imagery that impair the use with computer vision/machine learning (CV/ML) models and makes five recommendations to maximize image suitability for CV/ML post-processing. It describes a notional work process for the use of drones in wilderness search and rescue incidents. The large volume of data from the wide area search phase offers the greatest opportunity for CV/ML techniques because of the large number of images that would otherwise have to be manually inspected. The 2023 Wu-Murad search in Japan, one of the largest missing person searches conducted in that area, serves as a case study. Although drone teams conducting wide area searches may not know in advance if the data they collect is going to be used for CV/ML post-processing, there are data collection procedures that can improve the search in general with automated collection software. If the drone teams do expect to use CV/ML, then they can exploit knowledge about the model to further optimize flights.
VideoGUI: A Benchmark for GUI Automation from Instructional Videos
Graphical User Interface (GUI) automation holds significant promise for enhancing human productivity by assisting with computer tasks. Existing task formulations primarily focus on simple tasks that can be specified by a single, language-only instruction, such as "Insert a new slide." In this work, we introduce VideoGUI, a novel multi-modal benchmark designed to evaluate GUI assistants on visual-centric GUI tasks. Sourced from high-quality web instructional videos, our benchmark focuses on tasks involving professional and novel software (e.g., Adobe Photoshop or Stable Diffusion WebUI) and complex activities (e.g., video editing). VideoGUI evaluates GUI assistants through a hierarchical process, allowing for identification of the specific levels at which they may fail: (i) high-level planning: reconstruct procedural subtasks from visual conditions without language descriptions; (ii) middle-level planning: generate sequences of precise action narrations based on visual state (i.e., screenshot) and goals; (iii) atomic action execution: perform specific actions such as accurately clicking designated elements. For each level, we design evaluation metrics across individual dimensions to provide clear signals, such as individual performance in clicking, dragging, typing, and scrolling for atomic action execution. Our evaluation on VideoGUI reveals that even the SoTA large multimodal model GPT4o performs poorly on visual-centric GUI tasks, especially for high-level planning.
Let's Verify Step by Step
In recent years, large language models have greatly improved in their ability to perform complex multi-step reasoning. However, even state-of-the-art models still regularly produce logical mistakes. To train more reliable models, we can turn either to outcome supervision, which provides feedback for a final result, or process supervision, which provides feedback for each intermediate reasoning step. Given the importance of training reliable models, and given the high cost of human feedback, it is important to carefully compare the both methods. Recent work has already begun this comparison, but many questions still remain. We conduct our own investigation, finding that process supervision significantly outperforms outcome supervision for training models to solve problems from the challenging MATH dataset. Our process-supervised model solves 78% of problems from a representative subset of the MATH test set. Additionally, we show that active learning significantly improves the efficacy of process supervision. To support related research, we also release PRM800K, the complete dataset of 800,000 step-level human feedback labels used to train our best reward model.
An Evaluation Framework for Legal Document Summarization
A law practitioner has to go through numerous lengthy legal case proceedings for their practices of various categories, such as land dispute, corruption, etc. Hence, it is important to summarize these documents, and ensure that summaries contain phrases with intent matching the category of the case. To the best of our knowledge, there is no evaluation metric that evaluates a summary based on its intent. We propose an automated intent-based summarization metric, which shows a better agreement with human evaluation as compared to other automated metrics like BLEU, ROUGE-L etc. in terms of human satisfaction. We also curate a dataset by annotating intent phrases in legal documents, and show a proof of concept as to how this system can be automated. Additionally, all the code and data to generate reproducible results is available on Github.
AURSAD: Universal Robot Screwdriving Anomaly Detection Dataset
Screwdriving is one of the most popular industrial processes. As such, it is increasingly common to automate that procedure by using various robots. Even though the automation increases the efficiency of the screwdriving process, if the process is not monitored correctly, faults may occur during operation, which can impact the effectiveness and quality of assembly. Machine Learning (ML) has the potential to detect those undesirable events and limit their impact. In order to do so, first a dataset that fully describes the operation of an industrial robot performing automated screwdriving must be available. This report describes a dataset created using a UR3e series robot and OnRobot Screwdriver. We create different scenarios and introduce 4 types of anomalies to the process while all available robot and screwdriver sensors are continuously recorded. The resulting data contains 2042 samples of normal and anomalous robot operation. Brief ML benchmarks using this data are also provided, showcasing the data's suitability and potential for further analysis and experimentation.
A Preliminary Investigation of MLOps Practices in GitHub
Background. The rapid and growing popularity of machine learning (ML) applications has led to an increasing interest in MLOps, that is, the practice of continuous integration and deployment (CI/CD) of ML-enabled systems. Aims. Since changes may affect not only the code but also the ML model parameters and the data themselves, the automation of traditional CI/CD needs to be extended to manage model retraining in production. Method. In this paper, we present an initial investigation of the MLOps practices implemented in a set of ML-enabled systems retrieved from GitHub, focusing on GitHub Actions and CML, two solutions to automate the development workflow. Results. Our preliminary results suggest that the adoption of MLOps workflows in open-source GitHub projects is currently rather limited. Conclusions. Issues are also identified, which can guide future research work.
ProAgent: From Robotic Process Automation to Agentic Process Automation
From ancient water wheels to robotic process automation (RPA), automation technology has evolved throughout history to liberate human beings from arduous tasks. Yet, RPA struggles with tasks needing human-like intelligence, especially in elaborate design of workflow construction and dynamic decision-making in workflow execution. As Large Language Models (LLMs) have emerged human-like intelligence, this paper introduces Agentic Process Automation (APA), a groundbreaking automation paradigm using LLM-based agents for advanced automation by offloading the human labor to agents associated with construction and execution. We then instantiate ProAgent, an LLM-based agent designed to craft workflows from human instructions and make intricate decisions by coordinating specialized agents. Empirical experiments are conducted to detail its construction and execution procedure of workflow, showcasing the feasibility of APA, unveiling the possibility of a new paradigm of automation driven by agents. Our code is public at https://github.com/OpenBMB/ProAgent.
A Single Goal is All You Need: Skills and Exploration Emerge from Contrastive RL without Rewards, Demonstrations, or Subgoals
In this paper, we present empirical evidence of skills and directed exploration emerging from a simple RL algorithm long before any successful trials are observed. For example, in a manipulation task, the agent is given a single observation of the goal state and learns skills, first for moving its end-effector, then for pushing the block, and finally for picking up and placing the block. These skills emerge before the agent has ever successfully placed the block at the goal location and without the aid of any reward functions, demonstrations, or manually-specified distance metrics. Once the agent has learned to reach the goal state reliably, exploration is reduced. Implementing our method involves a simple modification of prior work and does not require density estimates, ensembles, or any additional hyperparameters. Intuitively, the proposed method seems like it should be terrible at exploration, and we lack a clear theoretical understanding of why it works so effectively, though our experiments provide some hints.
Intrinsically Motivated Open-Ended Multi-Task Learning Using Transfer Learning to Discover Task Hierarchy
In open-ended continuous environments, robots need to learn multiple parameterised control tasks in hierarchical reinforcement learning. We hypothesise that the most complex tasks can be learned more easily by transferring knowledge from simpler tasks, and faster by adapting the complexity of the actions to the task. We propose a task-oriented representation of complex actions, called procedures, to learn online task relationships and unbounded sequences of action primitives to control the different observables of the environment. Combining both goal-babbling with imitation learning, and active learning with transfer of knowledge based on intrinsic motivation, our algorithm self-organises its learning process. It chooses at any given time a task to focus on; and what, how, when and from whom to transfer knowledge. We show with a simulation and a real industrial robot arm, in cross-task and cross-learner transfer settings, that task composition is key to tackle highly complex tasks. Task decomposition is also efficiently transferred across different embodied learners and by active imitation, where the robot requests just a small amount of demonstrations and the adequate type of information. The robot learns and exploits task dependencies so as to learn tasks of every complexity.
WebArena: A Realistic Web Environment for Building Autonomous Agents
With generative AI advances, the exciting potential for autonomous agents to manage daily tasks via natural language commands has emerged. However, cur rent agents are primarily created and tested in simplified synthetic environments, substantially limiting real-world scenario representation. In this paper, we build an environment for agent command and control that is highly realistic and reproducible. Specifically, we focus on agents that perform tasks on websites, and we create an environment with fully functional websites from four common domains: e-commerce, social forum discussions, collaborative software development, and content management. Our environment is enriched with tools (e.g., a map) and external knowledge bases (e.g., user manuals) to encourage human-like task-solving. Building upon our environment, we release a set of benchmark tasks focusing on evaluating the functional correctness of task completions. The tasks in our benchmark are diverse, long-horizon, and are designed to emulate tasks that humans routinely perform on the internet. We design and implement several autonomous agents, integrating recent techniques such as reasoning before acting. The results demonstrate that solving complex tasks is challenging: our best GPT-4-based agent only achieves an end-to-end task success rate of 10.59%. These results highlight the need for further development of robust agents, that current state-of-the-art LMs are far from perfect performance in these real-life tasks, and that WebArena can be used to measure such progress. Our code, data, environment reproduction resources, and video demonstrations are publicly available at https://webarena.dev/.
Inducing Programmatic Skills for Agentic Tasks
To succeed in common digital tasks such as web navigation, agents must carry out a variety of specialized tasks such as searching for products or planning a travel route. To tackle these tasks, agents can bootstrap themselves by learning task-specific skills online through interaction with the web environment. In this work, we demonstrate that programs are an effective representation for skills. We propose agent skill induction (ASI), which allows agents to adapt themselves by inducing, verifying, and utilizing program-based skills on the fly. We start with an evaluation on the WebArena agent benchmark and show that ASI outperforms the static baseline agent and its text-skill counterpart by 23.5% and 11.3% in success rate, mainly thanks to the programmatic verification guarantee during the induction phase. ASI also improves efficiency by reducing 10.7-15.3% of the steps over baselines, by composing primitive actions (e.g., click) into higher-level skills (e.g., search product). We then highlight the efficacy of ASI in remaining efficient and accurate under scaled-up web activities. Finally, we examine the generalizability of induced skills when transferring between websites, and find that ASI can effectively reuse common skills, while also updating incompatible skills to versatile website changes.
BEDD: The MineRL BASALT Evaluation and Demonstrations Dataset for Training and Benchmarking Agents that Solve Fuzzy Tasks
The MineRL BASALT competition has served to catalyze advances in learning from human feedback through four hard-to-specify tasks in Minecraft, such as create and photograph a waterfall. Given the completion of two years of BASALT competitions, we offer to the community a formalized benchmark through the BASALT Evaluation and Demonstrations Dataset (BEDD), which serves as a resource for algorithm development and performance assessment. BEDD consists of a collection of 26 million image-action pairs from nearly 14,000 videos of human players completing the BASALT tasks in Minecraft. It also includes over 3,000 dense pairwise human evaluations of human and algorithmic agents. These comparisons serve as a fixed, preliminary leaderboard for evaluating newly-developed algorithms. To enable this comparison, we present a streamlined codebase for benchmarking new algorithms against the leaderboard. In addition to presenting these datasets, we conduct a detailed analysis of the data from both datasets to guide algorithm development and evaluation. The released code and data are available at https://github.com/minerllabs/basalt-benchmark .
HALO: Hierarchical Autonomous Logic-Oriented Orchestration for Multi-Agent LLM Systems
Recent advancements in Multi-Agent Systems (MAS) powered by Large Language Models (LLMs) have demonstrated tremendous potential in diverse task scenarios. Nonetheless, existing agentic systems typically rely on predefined agent-role design spaces and static communication structures, limiting their adaptability as well as flexibility in complex interaction environments and leading to subpar performance on highly specialized and expert-level tasks. To address these issues, we introduce HALO, a multi-agent collaboration framework based on a hierarchical reasoning architecture. Specifically, we incorporate a high-level planning agent for task decomposition, mid-level role-design agents for subtask-specific agent instantiation, and low-level inference agents for subtask execution. Particularly, subtask execution is reformulated as a structured workflow search problem, where Monte Carlo Tree Search (MCTS) systematically explores the agentic action space to construct optimal reasoning trajectories. Additionally, as the majority of users lack expertise in prompt engineering, we leverage an Adaptive Prompt Refinement module to transform raw queries into task-specific prompts. Empirical evaluations on Code Generation (HumanEval), General Reasoning (MMLU), and Arithmetic Reasoning (MATH) benchmark datasets highlight the effectiveness of HALO, yielding a 14.4% average improvement over state-of-the-art baselines. Notably, HALO achieves up to 13.3% performance gain on the Moral Scenarios subject in the MMLU benchmark and up to 19.6% performance gain on the Algebra subarea in the MATH benchmark, indicating its advanced proficiency in tackling highly specialized and expert-level tasks. The code repository is available at https://github.com/23japhone/HALO.
S-Agents: self-organizing agents in open-ended environment
Leveraging large language models (LLMs), autonomous agents have significantly improved, gaining the ability to handle a variety of tasks. In open-ended settings, optimizing collaboration for efficiency and effectiveness demands flexible adjustments. Despite this, current research mainly emphasizes fixed, task-oriented workflows and overlooks agent-centric organizational structures. Drawing inspiration from human organizational behavior, we introduce a self-organizing agent system (S-Agents) with a "tree of agents" structure for dynamic workflow, an "hourglass agent architecture" for balancing information priorities, and a "non-obstructive collaboration" method to allow asynchronous task execution among agents. This structure can autonomously coordinate a group of agents, efficiently addressing the challenges of an open and dynamic environment without human intervention. Our experiments demonstrate that S-Agents proficiently execute collaborative building tasks and resource collection in the Minecraft environment, validating their effectiveness.
Bootstrap Your Own Skills: Learning to Solve New Tasks with Large Language Model Guidance
We propose BOSS, an approach that automatically learns to solve new long-horizon, complex, and meaningful tasks by growing a learned skill library with minimal supervision. Prior work in reinforcement learning require expert supervision, in the form of demonstrations or rich reward functions, to learn long-horizon tasks. Instead, our approach BOSS (BOotStrapping your own Skills) learns to accomplish new tasks by performing "skill bootstrapping," where an agent with a set of primitive skills interacts with the environment to practice new skills without receiving reward feedback for tasks outside of the initial skill set. This bootstrapping phase is guided by large language models (LLMs) that inform the agent of meaningful skills to chain together. Through this process, BOSS builds a wide range of complex and useful behaviors from a basic set of primitive skills. We demonstrate through experiments in realistic household environments that agents trained with our LLM-guided bootstrapping procedure outperform those trained with naive bootstrapping as well as prior unsupervised skill acquisition methods on zero-shot execution of unseen, long-horizon tasks in new environments. Website at clvrai.com/boss.
Learning Dexterous In-Hand Manipulation
We use reinforcement learning (RL) to learn dexterous in-hand manipulation policies which can perform vision-based object reorientation on a physical Shadow Dexterous Hand. The training is performed in a simulated environment in which we randomize many of the physical properties of the system like friction coefficients and an object's appearance. Our policies transfer to the physical robot despite being trained entirely in simulation. Our method does not rely on any human demonstrations, but many behaviors found in human manipulation emerge naturally, including finger gaiting, multi-finger coordination, and the controlled use of gravity. Our results were obtained using the same distributed RL system that was used to train OpenAI Five. We also include a video of our results: https://youtu.be/jwSbzNHGflM
A Survey on LLM Test-Time Compute via Search: Tasks, LLM Profiling, Search Algorithms, and Relevant Frameworks
LLM test-time compute (or LLM inference) via search has emerged as a promising research area with rapid developments. However, current frameworks often adopt distinct perspectives on three key aspects (task definition, LLM profiling, and search procedures), making direct comparisons challenging. Moreover, the search algorithms employed often diverge from standard implementations, and their specific characteristics are not thoroughly specified. In this survey, we provide a comprehensive technical review that unifies task definitions and provides modular definitions of LLM profiling and search procedures. The definitions enable precise comparisons of various LLM inference frameworks while highlighting their departures from conventional search algorithms. We also discuss the applicability, performance, and efficiency of these methods. For further details and ongoing updates, please refer to our GitHub repository: https://github.com/xinzhel/LLM-Agent-Survey/blob/main/search.md
LearnLM: Improving Gemini for Learning
Today's generative AI systems are tuned to present information by default rather than engage users in service of learning as a human tutor would. To address the wide range of potential education use cases for these systems, we reframe the challenge of injecting pedagogical behavior as one of pedagogical instruction following, where training and evaluation examples include system-level instructions describing the specific pedagogy attributes present or desired in subsequent model turns. This framing avoids committing our models to any particular definition of pedagogy, and instead allows teachers or developers to specify desired model behavior. It also clears a path to improving Gemini models for learning -- by enabling the addition of our pedagogical data to post-training mixtures -- alongside their rapidly expanding set of capabilities. Both represent important changes from our initial tech report. We show how training with pedagogical instruction following produces a LearnLM model (available on Google AI Studio) that is preferred substantially by expert raters across a diverse set of learning scenarios, with average preference strengths of 31\% over GPT-4o, 11\% over Claude 3.5, and 13\% over the Gemini 1.5 Pro model LearnLM was based on.
AgentOrchestra: A Hierarchical Multi-Agent Framework for General-Purpose Task Solving
Recent advances in agent systems based on large language models (LLMs) have demonstrated strong capabilities in solving complex tasks. However, most current methods lack mechanisms for coordinating specialized agents and have limited ability to generalize to new or diverse domains. We introduce \projectname, a hierarchical multi-agent framework for general-purpose task solving that integrates high-level planning with modular agent collaboration. Inspired by the way a conductor orchestrates a symphony and guided by the principles of extensibility, multimodality, modularity, and coordination, \projectname features a central planning agent that decomposes complex objectives and delegates sub-tasks to a team of specialized agents. Each sub-agent is equipped with general programming and analytical tools, as well as abilities to tackle a wide range of real-world specific tasks, including data analysis, file operations, web navigation, and interactive reasoning in dynamic multimodal environments. \projectname supports flexible orchestration through explicit sub-goal formulation, inter-agent communication, and adaptive role allocation. We evaluate the framework on three widely used benchmark datasets covering various real-world tasks, searching web pages, reasoning over heterogeneous modalities, etc. Experimental results demonstrate that \projectname consistently outperforms flat-agent and monolithic baselines in task success rate and adaptability. These findings highlight the effectiveness of hierarchical organization and role specialization in building scalable and general-purpose LLM-based agent systems.
Draft, Sketch, and Prove: Guiding Formal Theorem Provers with Informal Proofs
The formalization of existing mathematical proofs is a notoriously difficult process. Despite decades of research on automation and proof assistants, writing formal proofs remains arduous and only accessible to a few experts. While previous studies to automate formalization focused on powerful search algorithms, no attempts were made to take advantage of available informal proofs. In this work, we introduce Draft, Sketch, and Prove (DSP), a method that maps informal proofs to formal proof sketches, and uses the sketches to guide an automated prover by directing its search to easier sub-problems. We investigate two relevant setups where informal proofs are either written by humans or generated by a language model. Our experiments and ablation studies show that large language models are able to produce well-structured formal sketches that follow the same reasoning steps as the informal proofs. Guiding an automated prover with these sketches enhances its performance from 20.9% to 39.3% on a collection of mathematical competition problems.
LLMs as Method Actors: A Model for Prompt Engineering and Architecture
We introduce "Method Actors" as a mental model for guiding LLM prompt engineering and prompt architecture. Under this mental model, LLMs should be thought of as actors; prompts as scripts and cues; and LLM responses as performances. We apply this mental model to the task of improving LLM performance at playing Connections, a New York Times word puzzle game that prior research identified as a challenging benchmark for evaluating LLM reasoning. Our experiments with GPT-4o show that a "Method Actors" approach can significantly improve LLM performance over both a vanilla and "Chain of Thoughts" approach. A vanilla approach solves 27% of Connections puzzles in our dataset and a "Chain of Thoughts" approach solves 41% of puzzles, whereas our strongest "Method Actor" approach solves 86% of puzzles. We also test OpenAI's newest model designed specifically for complex reasoning tasks, o1-preview. When asked to solve a puzzle all at once, o1-preview solves 79% of Connections puzzles in our dataset, and when allowed to build puzzle solutions one guess at a time over multiple API calls, o1-preview solves 100% of the puzzles. Incorporating a "Method Actor" prompt architecture increases the percentage of puzzles that o1-preview solves perfectly from 76% to 87%.
ScreenAgent: A Vision Language Model-driven Computer Control Agent
Existing Large Language Models (LLM) can invoke a variety of tools and APIs to complete complex tasks. The computer, as the most powerful and universal tool, could potentially be controlled directly by a trained LLM agent. Powered by the computer, we can hopefully build a more generalized agent to assist humans in various daily digital works. In this paper, we construct an environment for a Vision Language Model (VLM) agent to interact with a real computer screen. Within this environment, the agent can observe screenshots and manipulate the Graphics User Interface (GUI) by outputting mouse and keyboard actions. We also design an automated control pipeline that includes planning, acting, and reflecting phases, guiding the agent to continuously interact with the environment and complete multi-step tasks. Additionally, we construct the ScreenAgent Dataset, which collects screenshots and action sequences when completing a variety of daily computer tasks. Finally, we trained a model, ScreenAgent, which achieved computer control capabilities comparable to GPT-4V and demonstrated more precise UI positioning capabilities. Our attempts could inspire further research on building a generalist LLM agent. The code is available at https://github.com/niuzaisheng/ScreenAgent.
Lumos: Learning Agents with Unified Data, Modular Design, and Open-Source LLMs
We introduce Lumos, a novel framework for training language agents that employs a unified data format and a modular architecture based on open-source large language models (LLMs). Lumos consists of three distinct modules: planning, grounding, and execution. The planning module breaks down a task into a series of high-level, tool-agnostic subgoals, which are then made specific by the grounding module through a set of low-level actions. These actions are subsequently executed by the execution module, utilizing a range of off-the-shelf tools and APIs. In order to train these modules effectively, high-quality annotations of subgoals and actions were collected and are made available for fine-tuning open-source LLMs for various tasks such as complex question answering, web tasks, and math problems. Leveraging this unified data and modular design, Lumos not only achieves comparable or superior performance to current, state-of-the-art agents, but also exhibits several key advantages: (1) Lumos surpasses GPT-4/3.5-based agents in complex question answering and web tasks, while equalling the performance of significantly larger LLM agents on math tasks; (2) Lumos outperforms open-source agents created through conventional training methods and those using chain-of-thoughts training; and (3) Lumos is capable of effectively generalizing to unseen interactive tasks, outperforming larger LLM-based agents and even exceeding performance of specialized agents.
Embodied Instruction Following in Unknown Environments
Enabling embodied agents to complete complex human instructions from natural language is crucial to autonomous systems in household services. Conventional methods can only accomplish human instructions in the known environment where all interactive objects are provided to the embodied agent, and directly deploying the existing approaches for the unknown environment usually generates infeasible plans that manipulate non-existing objects. On the contrary, we propose an embodied instruction following (EIF) method for complex tasks in the unknown environment, where the agent efficiently explores the unknown environment to generate feasible plans with existing objects to accomplish abstract instructions. Specifically, we build a hierarchical embodied instruction following framework including the high-level task planner and the low-level exploration controller with multimodal large language models. We then construct a semantic representation map of the scene with dynamic region attention to demonstrate the known visual clues, where the goal of task planning and scene exploration is aligned for human instruction. For the task planner, we generate the feasible step-by-step plans for human goal accomplishment according to the task completion process and the known visual clues. For the exploration controller, the optimal navigation or object interaction policy is predicted based on the generated step-wise plans and the known visual clues. The experimental results demonstrate that our method can achieve 45.09% success rate in 204 complex human instructions such as making breakfast and tidying rooms in large house-level scenes. Code and supplementary are available at https://gary3410.github.io/eif_unknown.
SynKB: Semantic Search for Synthetic Procedures
In this paper we present SynKB, an open-source, automatically extracted knowledge base of chemical synthesis protocols. Similar to proprietary chemistry databases such as Reaxsys, SynKB allows chemists to retrieve structured knowledge about synthetic procedures. By taking advantage of recent advances in natural language processing for procedural texts, SynKB supports more flexible queries about reaction conditions, and thus has the potential to help chemists search the literature for conditions used in relevant reactions as they design new synthetic routes. Using customized Transformer models to automatically extract information from 6 million synthesis procedures described in U.S. and EU patents, we show that for many queries, SynKB has higher recall than Reaxsys, while maintaining high precision. We plan to make SynKB available as an open-source tool; in contrast, proprietary chemistry databases require costly subscriptions.
BMW Agents -- A Framework For Task Automation Through Multi-Agent Collaboration
Autonomous agents driven by Large Language Models (LLMs) offer enormous potential for automation. Early proof of this technology can be found in various demonstrations of agents solving complex tasks, interacting with external systems to augment their knowledge, and triggering actions. In particular, workflows involving multiple agents solving complex tasks in a collaborative fashion exemplify their capacity to operate in less strict and less well-defined environments. Thus, a multi-agent approach has great potential for serving as a backbone in many industrial applications, ranging from complex knowledge retrieval systems to next generation robotic process automation. Given the reasoning abilities within the current generation of LLMs, complex processes require a multi-step approach that includes a plan of well-defined and modular tasks. Depending on the level of complexity, these tasks can be executed either by a single agent or a group of agents. In this work, we focus on designing a flexible agent engineering framework with careful attention to planning and execution, capable of handling complex use case applications across various domains. The proposed framework provides reliability in industrial applications and presents techniques to ensure a scalable, flexible, and collaborative workflow for multiple autonomous agents working together towards solving tasks.
Static Vs. Agentic Game Master AI for Facilitating Solo Role-Playing Experiences
This paper presents a game master AI for single-player role-playing games. The AI is designed to deliver interactive text-based narratives and experiences typically associated with multiplayer tabletop games like Dungeons & Dragons. We report on the design process and the series of experiments to improve the functionality and experience design, resulting in two functional versions of the system. While v1 of our system uses simplified prompt engineering, v2 leverages a multi-agent architecture and the ReAct framework to include reasoning and action. A comparative evaluation demonstrates that v2 as an agentic system maintains play while significantly improving modularity and game experience, including immersion and curiosity. Our findings contribute to the evolution of AI-driven interactive fiction, highlighting new avenues for enhancing solo role-playing experiences.
On building machine learning pipelines for Android malware detection: a procedural survey of practices, challenges and opportunities
As the smartphone market leader, Android has been a prominent target for malware attacks. The number of malicious applications (apps) identified for it has increased continually over the past decade, creating an immense challenge for all parties involved. For market holders and researchers, in particular, the large number of samples has made manual malware detection unfeasible, leading to an influx of research that investigate Machine Learning (ML) approaches to automate this process. However, while some of the proposed approaches achieve high performance, rapidly evolving Android malware has made them unable to maintain their accuracy over time. This has created a need in the community to conduct further research, and build more flexible ML pipelines. Doing so, however, is currently hindered by a lack of systematic overview of the existing literature, to learn from and improve upon the existing solutions. Existing survey papers often focus only on parts of the ML process (e.g., data collection or model deployment), while omitting other important stages, such as model evaluation and explanation. In this paper, we address this problem with a review of 42 highly-cited papers, spanning a decade of research (from 2011 to 2021). We introduce a novel procedural taxonomy of the published literature, covering how they have used ML algorithms, what features they have engineered, which dimensionality reduction techniques they have employed, what datasets they have employed for training, and what their evaluation and explanation strategies are. Drawing from this taxonomy, we also identify gaps in knowledge and provide ideas for improvement and future work.
Beyond Theorem Proving: Formulation, Framework and Benchmark for Formal Problem-Solving
As a seemingly self-explanatory task, problem-solving has been a significant component of science and engineering. However, a general yet concrete formulation of problem-solving itself is missing. With the recent development of AI-based problem-solving agents, the demand for process-level verifiability is rapidly increasing yet underexplored. To fill these gaps, we present a principled formulation of problem-solving as a deterministic Markov decision process; a novel framework, FPS (Formal Problem-Solving), which utilizes existing FTP (formal theorem proving) environments to perform process-verified problem-solving; and D-FPS (Deductive FPS), decoupling solving and answer verification for better human-alignment. The expressiveness, soundness and completeness of the frameworks are proven. We construct three benchmarks on problem-solving: FormalMath500, a formalization of a subset of the MATH500 benchmark; MiniF2F-Solving and PutnamBench-Solving, adaptations of FTP benchmarks MiniF2F and PutnamBench. For faithful, interpretable, and human-aligned evaluation, we propose RPE (Restricted Propositional Equivalence), a symbolic approach to determine the correctness of answers by formal verification. We evaluate four prevalent FTP models and two prompting methods as baselines, solving at most 23.77% of FormalMath500, 27.47% of MiniF2F-Solving, and 0.31% of PutnamBench-Solving.
Prompt Design and Engineering: Introduction and Advanced Methods
Prompt design and engineering has become an important discipline in just the past few months. In this paper, we provide an introduction to the main concepts and design approaches. We also provide more advanced techniques all the way to those needed to design LLM-based agents. We finish by providing a list of existing tools for prompt engineering.
ChatGPT4PCG Competition: Character-like Level Generation for Science Birds
This paper presents the first ChatGPT4PCG Competition at the 2023 IEEE Conference on Games. The objective of this competition is for participants to create effective prompts for ChatGPT--enabling it to generate Science Birds levels with high stability and character-like qualities--fully using their creativity as well as prompt engineering skills. ChatGPT is a conversational agent developed by OpenAI. Science Birds is selected as the competition platform because designing an Angry Birds-like level is not a trivial task due to the in-game gravity; the quality of the levels is determined by their stability. To lower the entry barrier to the competition, we limit the task to the generation of capitalized English alphabetical characters. We also allow only a single prompt to be used for generating all the characters. Here, the quality of the generated levels is determined by their stability and similarity to the given characters. A sample prompt is provided to participants for their reference. An experiment is conducted to determine the effectiveness of several modified versions of this sample prompt on level stability and similarity by testing them on several characters. To the best of our knowledge, we believe that ChatGPT4PCG is the first competition of its kind and hope to inspire enthusiasm for prompt engineering in procedural content generation.
CrafText Benchmark: Advancing Instruction Following in Complex Multimodal Open-Ended World
Following instructions in real-world conditions requires the ability to adapt to the world's volatility and entanglement: the environment is dynamic and unpredictable, instructions can be linguistically complex with diverse vocabulary, and the number of possible goals an agent may encounter is vast. Despite extensive research in this area, most studies are conducted in static environments with simple instructions and a limited vocabulary, making it difficult to assess agent performance in more diverse and challenging settings. To address this gap, we introduce CrafText, a benchmark for evaluating instruction following in a multimodal environment with diverse instructions and dynamic interactions. CrafText includes 3,924 instructions with 3,423 unique words, covering Localization, Conditional, Building, and Achievement tasks. Additionally, we propose an evaluation protocol that measures an agent's ability to generalize to novel instruction formulations and dynamically evolving task configurations, providing a rigorous test of both linguistic understanding and adaptive decision-making.
Large Action Models: From Inception to Implementation
As AI continues to advance, there is a growing demand for systems that go beyond language-based assistance and move toward intelligent agents capable of performing real-world actions. This evolution requires the transition from traditional Large Language Models (LLMs), which excel at generating textual responses, to Large Action Models (LAMs), designed for action generation and execution within dynamic environments. Enabled by agent systems, LAMs hold the potential to transform AI from passive language understanding to active task completion, marking a significant milestone in the progression toward artificial general intelligence. In this paper, we present a comprehensive framework for developing LAMs, offering a systematic approach to their creation, from inception to deployment. We begin with an overview of LAMs, highlighting their unique characteristics and delineating their differences from LLMs. Using a Windows OS-based agent as a case study, we provide a detailed, step-by-step guide on the key stages of LAM development, including data collection, model training, environment integration, grounding, and evaluation. This generalizable workflow can serve as a blueprint for creating functional LAMs in various application domains. We conclude by identifying the current limitations of LAMs and discussing directions for future research and industrial deployment, emphasizing the challenges and opportunities that lie ahead in realizing the full potential of LAMs in real-world applications. The code for the data collection process utilized in this paper is publicly available at: https://github.com/microsoft/UFO/tree/main/dataflow, and comprehensive documentation can be found at https://microsoft.github.io/UFO/dataflow/overview/.
Towards an Open Platform for Legal Information
Recent advances in the area of legal information systems have led to a variety of applications that promise support in processing and accessing legal documents. Unfortunately, these applications have various limitations, e.g., regarding scope or extensibility. Furthermore, we do not observe a trend towards open access in digital libraries in the legal domain as we observe in other domains, e.g., economics of computer science. To improve open access in the legal domain, we present our approach for an open source platform to transparently process and access Legal Open Data. This enables the sustainable development of legal applications by offering a single technology stack. Moreover, the approach facilitates the development and deployment of new technologies. As proof of concept, we implemented six technologies and generated metadata for more than 250,000 German laws and court decisions. Thus, we can provide users of our platform not only access to legal documents, but also the contained information.
Non-Computability of Consciousness
With the great success in simulating many intelligent behaviors using computing devices, there has been an ongoing debate whether all conscious activities are computational processes. In this paper, the answer to this question is shown to be no. A certain phenomenon of consciousness is demonstrated to be fully represented as a computational process using a quantum computer. Based on the computability criterion discussed with Turing machines, the model constructed is shown to necessarily involve a non-computable element. The concept that this is solely a quantum effect and does not work for a classical case is also discussed.
Meta Automatic Curriculum Learning
A major challenge in the Deep RL (DRL) community is to train agents able to generalize their control policy over situations never seen in training. Training on diverse tasks has been identified as a key ingredient for good generalization, which pushed researchers towards using rich procedural task generation systems controlled through complex continuous parameter spaces. In such complex task spaces, it is essential to rely on some form of Automatic Curriculum Learning (ACL) to adapt the task sampling distribution to a given learning agent, instead of randomly sampling tasks, as many could end up being either trivial or unfeasible. Since it is hard to get prior knowledge on such task spaces, many ACL algorithms explore the task space to detect progress niches over time, a costly tabula-rasa process that needs to be performed for each new learning agents, although they might have similarities in their capabilities profiles. To address this limitation, we introduce the concept of Meta-ACL, and formalize it in the context of black-box RL learners, i.e. algorithms seeking to generalize curriculum generation to an (unknown) distribution of learners. In this work, we present AGAIN, a first instantiation of Meta-ACL, and showcase its benefits for curriculum generation over classical ACL in multiple simulated environments including procedurally generated parkour environments with learners of varying morphologies. Videos and code are available at https://sites.google.com/view/meta-acl .
Operational Latent Spaces
We investigate the construction of latent spaces through self-supervised learning to support semantically meaningful operations. Analogous to operational amplifiers, these "operational latent spaces" (OpLaS) not only demonstrate semantic structure such as clustering but also support common transformational operations with inherent semantic meaning. Some operational latent spaces are found to have arisen "unintentionally" in the progress toward some (other) self-supervised learning objective, in which unintended but still useful properties are discovered among the relationships of points in the space. Other spaces may be constructed "intentionally" by developers stipulating certain kinds of clustering or transformations intended to produce the desired structure. We focus on the intentional creation of operational latent spaces via self-supervised learning, including the introduction of rotation operators via a novel "FiLMR" layer, which can be used to enable ring-like symmetries found in some musical constructions.
CARTIER: Cartographic lAnguage Reasoning Targeted at Instruction Execution for Robots
This work explores the capacity of large language models (LLMs) to address problems at the intersection of spatial planning and natural language interfaces for navigation.Our focus is on following relatively complex instructions that are more akin to natural conversation than traditional explicit procedural directives seen in robotics. Unlike most prior work, where navigation directives are provided as imperative commands (e.g., go to the fridge), we examine implicit directives within conversational interactions. We leverage the 3D simulator AI2Thor to create complex and repeatable scenarios at scale, and augment it by adding complex language queries for 40 object types. We demonstrate that a robot can better parse descriptive language queries than existing methods by using an LLM to interpret the user interaction in the context of a list of the objects in the scene.
LLMs Still Can't Plan; Can LRMs? A Preliminary Evaluation of OpenAI's o1 on PlanBench
The ability to plan a course of action that achieves a desired state of affairs has long been considered a core competence of intelligent agents and has been an integral part of AI research since its inception. With the advent of large language models (LLMs), there has been considerable interest in the question of whether or not they possess such planning abilities. PlanBench, an extensible benchmark we developed in 2022, soon after the release of GPT3, has remained an important tool for evaluating the planning abilities of LLMs. Despite the slew of new private and open source LLMs since GPT3, progress on this benchmark has been surprisingly slow. OpenAI claims that their recent o1 (Strawberry) model has been specifically constructed and trained to escape the normal limitations of autoregressive LLMs--making it a new kind of model: a Large Reasoning Model (LRM). Using this development as a catalyst, this paper takes a comprehensive look at how well current LLMs and new LRMs do on PlanBench. As we shall see, while o1's performance is a quantum improvement on the benchmark, outpacing the competition, it is still far from saturating it. This improvement also brings to the fore questions about accuracy, efficiency, and guarantees which must be considered before deploying such systems.
DynaSaur: Large Language Agents Beyond Predefined Actions
Existing LLM agent systems typically select actions from a fixed and predefined set at every step. While this approach is effective in closed, narrowly-scoped environments, we argue that it presents two major challenges when deploying LLM agents in real-world scenarios: (1) selecting from a fixed set of actions significantly restricts the planning and acting capabilities of LLM agents, and (2) this approach requires substantial human effort to enumerate and implement all possible actions, which becomes impractical in complex environments with a vast number of potential actions. In this work, we propose an LLM agent framework that enables the dynamic creation and composition of actions in an online manner. In this framework, the agent interacts with the environment by generating and executing programs written in a general-purpose programming language at each step. Furthermore, generated actions are accumulated over time for future reuse. Our extensive experiments on the GAIA benchmark demonstrate that this framework offers significantly greater flexibility and outperforms previous methods. Notably, it allows an LLM agent to recover in scenarios where no relevant action exists in the predefined set or when existing actions fail due to unforeseen edge cases. At the time of writing, we hold the top position on the GAIA public leaderboard. Our code can be found in https://github.com/adobe-research/dynasaur{https://github.com/adobe-research/dynasaur}.
Improving Generalization in Task-oriented Dialogues with Workflows and Action Plans
Task-oriented dialogue is difficult in part because it involves understanding user intent, collecting information from the user, executing API calls, and generating helpful and fluent responses. However, for complex tasks one must also correctly do all of these things over multiple steps, and in a specific order. While large pre-trained language models can be fine-tuned end-to-end to create multi-step task-oriented dialogue agents that generate fluent text, our experiments confirm that this approach alone cannot reliably perform new multi-step tasks that are unseen during training. To address these limitations, we augment the dialogue contexts given to text2text transformers with known valid workflow names and action plans. Action plans consist of sequences of actions required to accomplish a task, and are encoded as simple sequences of keywords (e.g. verify-identity, pull-up-account, reset-password, etc.). We perform extensive experiments on the Action-Based Conversations Dataset (ABCD) with T5-small, base and large models, and show that such models: a) are able to more readily generalize to unseen workflows by following the provided plan, and b) are able to generalize to executing unseen actions if they are provided in the plan. In contrast, models are unable to fully accomplish new multi-step tasks when they are not provided action plan information, even when given new valid workflow names.
LIBERO: Benchmarking Knowledge Transfer for Lifelong Robot Learning
Lifelong learning offers a promising paradigm of building a generalist agent that learns and adapts over its lifespan. Unlike traditional lifelong learning problems in image and text domains, which primarily involve the transfer of declarative knowledge of entities and concepts, lifelong learning in decision-making (LLDM) also necessitates the transfer of procedural knowledge, such as actions and behaviors. To advance research in LLDM, we introduce LIBERO, a novel benchmark of lifelong learning for robot manipulation. Specifically, LIBERO highlights five key research topics in LLDM: 1) how to efficiently transfer declarative knowledge, procedural knowledge, or the mixture of both; 2) how to design effective policy architectures and 3) effective algorithms for LLDM; 4) the robustness of a lifelong learner with respect to task ordering; and 5) the effect of model pretraining for LLDM. We develop an extendible procedural generation pipeline that can in principle generate infinitely many tasks. For benchmarking purpose, we create four task suites (130 tasks in total) that we use to investigate the above-mentioned research topics. To support sample-efficient learning, we provide high-quality human-teleoperated demonstration data for all tasks. Our extensive experiments present several insightful or even unexpected discoveries: sequential finetuning outperforms existing lifelong learning methods in forward transfer, no single visual encoder architecture excels at all types of knowledge transfer, and naive supervised pretraining can hinder agents' performance in the subsequent LLDM. Check the website at https://libero-project.github.io for the code and the datasets.
CoDocBench: A Dataset for Code-Documentation Alignment in Software Maintenance
One of the central tasks in software maintenance is being able to understand and develop code changes. Thus, given a natural language description of the desired new operation of a function, an agent (human or AI) might be asked to generate the set of edits to that function to implement the desired new operation; likewise, given a set of edits to a function, an agent might be asked to generate a changed description, of that function's new workings. Thus, there is an incentive to train a neural model for change-related tasks. Motivated by this, we offer a new, "natural", large dataset of coupled changes to code and documentation mined from actual high-quality GitHub projects, where each sample represents a single commit where the code and the associated docstring were changed together. We present the methodology for gathering the dataset, and some sample, challenging (but realistic) tasks where our dataset provides opportunities for both learning and evaluation. We find that current models (specifically Llama-3.1 405B, Mixtral 8times22B) do find these maintenance-related tasks challenging.
Voyager: An Open-Ended Embodied Agent with Large Language Models
We introduce Voyager, the first LLM-powered embodied lifelong learning agent in Minecraft that continuously explores the world, acquires diverse skills, and makes novel discoveries without human intervention. Voyager consists of three key components: 1) an automatic curriculum that maximizes exploration, 2) an ever-growing skill library of executable code for storing and retrieving complex behaviors, and 3) a new iterative prompting mechanism that incorporates environment feedback, execution errors, and self-verification for program improvement. Voyager interacts with GPT-4 via blackbox queries, which bypasses the need for model parameter fine-tuning. The skills developed by Voyager are temporally extended, interpretable, and compositional, which compounds the agent's abilities rapidly and alleviates catastrophic forgetting. Empirically, Voyager shows strong in-context lifelong learning capability and exhibits exceptional proficiency in playing Minecraft. It obtains 3.3x more unique items, travels 2.3x longer distances, and unlocks key tech tree milestones up to 15.3x faster than prior SOTA. Voyager is able to utilize the learned skill library in a new Minecraft world to solve novel tasks from scratch, while other techniques struggle to generalize. We open-source our full codebase and prompts at https://voyager.minedojo.org/.
A Dataset for Tracking Entities in Open Domain Procedural Text
We present the first dataset for tracking state changes in procedural text from arbitrary domains by using an unrestricted (open) vocabulary. For example, in a text describing fog removal using potatoes, a car window may transition between being foggy, sticky,opaque, and clear. Previous formulations of this task provide the text and entities involved,and ask how those entities change for just a small, pre-defined set of attributes (e.g., location), limiting their fidelity. Our solution is a new task formulation where given just a procedural text as input, the task is to generate a set of state change tuples(entity, at-tribute, before-state, after-state)for each step,where the entity, attribute, and state values must be predicted from an open vocabulary. Using crowdsourcing, we create OPENPI1, a high-quality (91.5% coverage as judged by humans and completely vetted), and large-scale dataset comprising 29,928 state changes over 4,050 sentences from 810 procedural real-world paragraphs from WikiHow.com. A current state-of-the-art generation model on this task achieves 16.1% F1 based on BLEU metric, leaving enough room for novel model architectures.
GPT-SW3: An Autoregressive Language Model for the Nordic Languages
This paper details the process of developing the first native large generative language model for the Nordic languages, GPT-SW3. We cover all parts of the development process, from data collection and processing, training configuration and instruction finetuning, to evaluation and considerations for release strategies. We hope that this paper can serve as a guide and reference for other researchers that undertake the development of large generative models for smaller languages.
Generative agent-based modeling with actions grounded in physical, social, or digital space using Concordia
Agent-based modeling has been around for decades, and applied widely across the social and natural sciences. The scope of this research method is now poised to grow dramatically as it absorbs the new affordances provided by Large Language Models (LLM)s. Generative Agent-Based Models (GABM) are not just classic Agent-Based Models (ABM)s where the agents talk to one another. Rather, GABMs are constructed using an LLM to apply common sense to situations, act "reasonably", recall common semantic knowledge, produce API calls to control digital technologies like apps, and communicate both within the simulation and to researchers viewing it from the outside. Here we present Concordia, a library to facilitate constructing and working with GABMs. Concordia makes it easy to construct language-mediated simulations of physically- or digitally-grounded environments. Concordia agents produce their behavior using a flexible component system which mediates between two fundamental operations: LLM calls and associative memory retrieval. A special agent called the Game Master (GM), which was inspired by tabletop role-playing games, is responsible for simulating the environment where the agents interact. Agents take actions by describing what they want to do in natural language. The GM then translates their actions into appropriate implementations. In a simulated physical world, the GM checks the physical plausibility of agent actions and describes their effects. In digital environments simulating technologies such as apps and services, the GM may handle API calls to integrate with external tools such as general AI assistants (e.g., Bard, ChatGPT), and digital apps (e.g., Calendar, Email, Search, etc.). Concordia was designed to support a wide array of applications both in scientific research and for evaluating performance of real digital services by simulating users and/or generating synthetic data.
The BigCode Project Governance Card
This document serves as an overview of the different mechanisms and areas of governance in the BigCode project. It aims to support transparency by providing relevant information about choices that were made during the project to the broader public, and to serve as an example of intentional governance of an open research project that future endeavors can leverage to shape their own approach. The first section, Project Structure, covers the project organization, its stated goals and values, its internal decision processes, and its funding and resources. The second section, Data and Model Governance, covers decisions relating to the questions of data subject consent, privacy, and model release.
Beat-Aligned Spectrogram-to-Sequence Generation of Rhythm-Game Charts
In the heart of "rhythm games" - games where players must perform actions in sync with a piece of music - are "charts", the directives to be given to players. We newly formulate chart generation as a sequence generation task and train a Transformer using a large dataset. We also introduce tempo-informed preprocessing and training procedures, some of which are suggested to be integral for a successful training. Our model is found to outperform the baselines on a large dataset, and is also found to benefit from pretraining and finetuning.
StateFlow: Enhancing LLM Task-Solving through State-Driven Workflows
It is a notable trend to use Large Language Models (LLMs) to tackle complex tasks, e.g., tasks that require a sequence of actions and dynamic interaction with tools and external environments. In this paper, we propose StateFlow, a novel LLM-based task-solving paradigm that conceptualizes complex task-solving processes as state machines. In StateFlow, we distinguish between "process grounding" (via state and state transitions) and "sub-task solving" (through actions within a state), enhancing control and interpretability of the task-solving procedure. A state represents the status of a running process. The transitions between states are controlled by heuristic rules or decisions made by the LLM, allowing for a dynamic and adaptive progression. Upon entering a state, a series of actions is executed, involving not only calling LLMs guided by different prompts, but also the utilization of external tools as needed. Our results show that StateFlow significantly enhances LLMs' efficiency. For instance, StateFlow achieves 13% and 28% higher success rates compared to ReAct in InterCode SQL and ALFWorld benchmark, with 5x and 3x less cost respectively. We also show that StateFlow can be combined with iterative refining methods like Reflexion to further improve performance.
SwissNYF: Tool Grounded LLM Agents for Black Box Setting
While Large Language Models (LLMs) have demonstrated enhanced capabilities in function-calling, these advancements primarily rely on accessing the functions' responses. This methodology is practical for simpler APIs but faces scalability issues with irreversible APIs that significantly impact the system, such as a database deletion API. Similarly, processes requiring extensive time for each API call and those necessitating forward planning, like automated action pipelines, present complex challenges. Furthermore, scenarios often arise where a generalized approach is needed because algorithms lack direct access to the specific implementations of these functions or secrets to use them. Traditional tool planning methods are inadequate in these cases, compelling the need to operate within black-box environments. Unlike their performance in tool manipulation, LLMs excel in black-box tasks, such as program synthesis. Therefore, we harness the program synthesis capabilities of LLMs to strategize tool usage in black-box settings, ensuring solutions are verified prior to implementation. We introduce TOPGUN, an ingeniously crafted approach leveraging program synthesis for black box tool planning. Accompanied by SwissNYF, a comprehensive suite that integrates black-box algorithms for planning and verification tasks, addressing the aforementioned challenges and enhancing the versatility and effectiveness of LLMs in complex API interactions. The public code for SwissNYF is available at https://github.com/iclr-dummy-user/SwissNYF.
A Human-Like Reasoning Framework for Multi-Phases Planning Task with Large Language Models
Recent studies have highlighted their proficiency in some simple tasks like writing and coding through various reasoning strategies. However, LLM agents still struggle with tasks that require comprehensive planning, a process that challenges current models and remains a critical research issue. In this study, we concentrate on travel planning, a Multi-Phases planning problem, that involves multiple interconnected stages, such as outlining, information gathering, and planning, often characterized by the need to manage various constraints and uncertainties. Existing reasoning approaches have struggled to effectively address this complex task. Our research aims to address this challenge by developing a human-like planning framework for LLM agents, i.e., guiding the LLM agent to simulate various steps that humans take when solving Multi-Phases problems. Specifically, we implement several strategies to enable LLM agents to generate a coherent outline for each travel query, mirroring human planning patterns. Additionally, we integrate Strategy Block and Knowledge Block into our framework: Strategy Block facilitates information collection, while Knowledge Block provides essential information for detailed planning. Through our extensive experiments, we demonstrate that our framework significantly improves the planning capabilities of LLM agents, enabling them to tackle the travel planning task with improved efficiency and effectiveness. Our experimental results showcase the exceptional performance of the proposed framework; when combined with GPT-4-Turbo, it attains 10times the performance gains in comparison to the baseline framework deployed on GPT-4-Turbo.
Learning Human Skill Generators at Key-Step Levels
We are committed to learning human skill generators at key-step levels. The generation of skills is a challenging endeavor, but its successful implementation could greatly facilitate human skill learning and provide more experience for embodied intelligence. Although current video generation models can synthesis simple and atomic human operations, they struggle with human skills due to their complex procedure process. Human skills involve multi-step, long-duration actions and complex scene transitions, so the existing naive auto-regressive methods for synthesizing long videos cannot generate human skills. To address this, we propose a novel task, the Key-step Skill Generation (KS-Gen), aimed at reducing the complexity of generating human skill videos. Given the initial state and a skill description, the task is to generate video clips of key steps to complete the skill, rather than a full-length video. To support this task, we introduce a carefully curated dataset and define multiple evaluation metrics to assess performance. Considering the complexity of KS-Gen, we propose a new framework for this task. First, a multimodal large language model (MLLM) generates descriptions for key steps using retrieval argument. Subsequently, we use a Key-step Image Generator (KIG) to address the discontinuity between key steps in skill videos. Finally, a video generation model uses these descriptions and key-step images to generate video clips of the key steps with high temporal consistency. We offer a detailed analysis of the results, hoping to provide more insights on human skill generation. All models and data are available at https://github.com/MCG-NJU/KS-Gen.
Creative Agents: Empowering Agents with Imagination for Creative Tasks
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and diverse task solutions implicit in the language instructions. This limitation comes from their inability to convert abstract language instructions into concrete task goals in the environment and perform long-horizon planning for such complicated goals. Given the observation that humans perform creative tasks with the help of imagination, we propose a class of solutions for creative agents, where the controller is enhanced with an imaginator that generates detailed imaginations of task outcomes conditioned on language instructions. We introduce several approaches to implementing the components of creative agents. We implement the imaginator with either a large language model for textual imagination or a diffusion model for visual imagination. The controller can either be a behavior-cloning policy learned from data or a pre-trained foundation model generating executable codes in the environment. We benchmark creative tasks with the challenging open-world game Minecraft, where the agents are asked to create diverse buildings given free-form language instructions. In addition, we propose novel evaluation metrics for open-ended creative tasks utilizing GPT-4V, which holds many advantages over existing metrics. We perform a detailed experimental analysis of creative agents, showing that creative agents are the first AI agents accomplishing diverse building creation in the survival mode of Minecraft. Our benchmark and models are open-source for future research on creative agents (https://github.com/PKU-RL/Creative-Agents).
AutoFlow: Automated Workflow Generation for Large Language Model Agents
Recent advancements in Large Language Models (LLMs) have shown significant progress in understanding complex natural language. One important application of LLM is LLM-based AI Agent, which leverages the ability of LLM as well as external tools for complex-task solving. To make sure LLM Agents follow an effective and reliable procedure to solve the given task, manually designed workflows are usually used to guide the working mechanism of agents. However, manually designing the workflows requires considerable efforts and domain knowledge, making it difficult to develop and deploy agents on massive scales. To address these issues, we propose AutoFlow, a framework designed to automatically generate workflows for agents to solve complex tasks. AutoFlow takes natural language program as the format of agent workflow and employs a workflow optimization procedure to iteratively optimize the workflow quality. Besides, this work offers two workflow generation methods: fine-tuning-based and in-context-based methods, making the AutoFlow framework applicable to both open-source and closed-source LLMs. Experimental results show that our framework can produce robust and reliable agent workflows. We believe that the automatic generation and interpretation of workflows in natural language represent a promising paradigm for solving complex tasks, particularly with the rapid development of LLMs. The source code of this work is available at https://github.com/agiresearch/AutoFlow.
Neural MMO 2.0: A Massively Multi-task Addition to Massively Multi-agent Learning
Neural MMO 2.0 is a massively multi-agent environment for reinforcement learning research. The key feature of this new version is a flexible task system that allows users to define a broad range of objectives and reward signals. We challenge researchers to train agents capable of generalizing to tasks, maps, and opponents never seen during training. Neural MMO features procedurally generated maps with 128 agents in the standard setting and support for up to. Version 2.0 is a complete rewrite of its predecessor with three-fold improved performance and compatibility with CleanRL. We release the platform as free and open-source software with comprehensive documentation available at neuralmmo.github.io and an active community Discord. To spark initial research on this new platform, we are concurrently running a competition at NeurIPS 2023.
Étude cognitive des processus de construction d'une requête dans un système de gestion de connaissances médicales
This article presents the Cogni-CISMeF project, which aims at improving medical information search in the CISMeF system (Catalog and Index of French-language health resources) by including a conversational agent to interact with the user in natural language. To study the cognitive processes involved during the information search, a bottom-up methodology was adopted. Experimentation has been set up to obtain human dialogs between a user (playing the role of patient) dealing with medical information search and a CISMeF expert refining the request. The analysis of these dialogs underlined the use of discursive evidence: vocabulary, reformulation, implicit or explicit expression of user intentions, conversational sequences, etc. A model of artificial agent is proposed. It leads the user in its information search by proposing to him examples, assistance and choices. This model was implemented and integrated in the CISMeF system. ---- Cet article d\'ecrit le projet Cogni-CISMeF qui propose un module de dialogue Homme-Machine \`a int\'egrer dans le syst\`eme d'indexation de connaissances m\'edicales CISMeF (Catalogue et Index des Sites M\'edicaux Francophones). Nous avons adopt\'e une d\'emarche de mod\'elisation cognitive en proc\'edant \`a un recueil de corpus de dialogues entre un utilisateur (jouant le r\^ole d'un patient) d\'esirant une information m\'edicale et un expert CISMeF af inant cette demande pour construire la requ\^ete. Nous avons analys\'e la structure des dialogues ainsi obtenus et avons \'etudi\'e un certain nombre d'indices discursifs : vocabulaire employ\'e, marques de reformulation, commentaires m\'eta et \'epilinguistiques, expression implicite ou explicite des intentions de l'utilisateur, encha\^inement conversationnel, etc. De cette analyse, nous avons construit un mod\`ele d'agent artificiel dot\'e de capacit\'es cognitives capables d'aider l'utilisateur dans sa t\^ache de recherche d'information. Ce mod\`ele a \'et\'e impl\'ement\'e et int\'egr\'e dans le syst\`eme CISMeF.
Creative Problem Solving in Large Language and Vision Models -- What Would it Take?
We advocate for a strong integration of Computational Creativity (CC) with research in large language and vision models (LLVMs) to address a key limitation of these models, i.e., creative problem solving. We present preliminary experiments showing how CC principles can be applied to address this limitation. Our goal is to foster discussions on creative problem solving in LLVMs and CC at prestigious ML venues. Our code is available at: https://github.com/lnairGT/creative-problem-solving-LLMs
Responsible Task Automation: Empowering Large Language Models as Responsible Task Automators
The recent success of Large Language Models (LLMs) signifies an impressive stride towards artificial general intelligence. They have shown a promising prospect in automatically completing tasks upon user instructions, functioning as brain-like coordinators. The associated risks will be revealed as we delegate an increasing number of tasks to machines for automated completion. A big question emerges: how can we make machines behave responsibly when helping humans automate tasks as personal copilots? In this paper, we explore this question in depth from the perspectives of feasibility, completeness and security. In specific, we present Responsible Task Automation (ResponsibleTA) as a fundamental framework to facilitate responsible collaboration between LLM-based coordinators and executors for task automation with three empowered capabilities: 1) predicting the feasibility of the commands for executors; 2) verifying the completeness of executors; 3) enhancing the security (e.g., the protection of users' privacy). We further propose and compare two paradigms for implementing the first two capabilities. One is to leverage the generic knowledge of LLMs themselves via prompt engineering while the other is to adopt domain-specific learnable models. Moreover, we introduce a local memory mechanism for achieving the third capability. We evaluate our proposed ResponsibleTA on UI task automation and hope it could bring more attentions to ensuring LLMs more responsible in diverse scenarios. The research project homepage is at https://task-automation-research.github.io/responsible_task_automation.
WhyAct: Identifying Action Reasons in Lifestyle Vlogs
We aim to automatically identify human action reasons in online videos. We focus on the widespread genre of lifestyle vlogs, in which people perform actions while verbally describing them. We introduce and make publicly available the WhyAct dataset, consisting of 1,077 visual actions manually annotated with their reasons. We describe a multimodal model that leverages visual and textual information to automatically infer the reasons corresponding to an action presented in the video.
The Honeymoon Oberwolfach Problem: small cases
The Honeymoon Oberwolfach Problem HOP(2m_1,2m_2,ldots,2m_t) asks the following question. Given n=m_1+m_2+ldots +m_t newlywed couples at a conference and t round tables of sizes 2m_1,2m_2,ldots,2m_t, is it possible to arrange the 2n participants at these tables for 2n-2 meals so that each participant sits next to their spouse at every meal, and sits next to every other participant exactly once? A solution to HOP(2m_1,2m_2,ldots,2m_t) is a decomposition of K_{2n}+(2n-3)I, the complete graph K_{2n} with 2n-3 additional copies of a fixed 1-factor I, into 2-factors, each consisting of disjoint I-alternating cycles of lengths 2m_1,2m_2,ldots,2m_t. The Honeymoon Oberwolfach Problem was introduced in a 2019 paper by Lepine and Sajna. The authors conjectured that HOP(2m_1,2m_2,ldots, 2m_t) has a solution whenever the obvious necessary conditions are satisfied, and proved the conjecture for several large cases, including the uniform cycle length case m_1=ldots=m_t, and the small cases with n le 9. In the present paper, we extend the latter result to all cases with n le 20 using a computer search.
Iterative Service-Learning: A Computing-Based Case-study Applied to Small Rural Organizations
This paper describes the iterative use of service learning to develop, review, and improve computing-based artifacts. It is well-known that computing students benefit from service-learning experiences as do the community partners. It is also well-known that computing artifacts rarely function well long-term without versioning and updates. Service-learning projects are often one-time engagements, completed by single teams of students over the course of a semester course. This limits the benefit for community partners that do not have the expertise or resources to review and update a project on their own. Over several years, teams of undergraduate students in a capstone course created tailored social media plans for numerous small rural organizations. The projects were required to meet client specific needs, with identified audiences, measurable goals, and strategies and tactics to reach the identified goals. This paper builds on previously results for 60 projects conducted over several years. Nine clients were selected to participate in the iterative follow-up process, where new student teams conducted client interviews, reviewed the initial plans, and analyzed metrics from the current strategies and tactics to provide updated, improved artifacts. Using ABET learning objectives as a basis, clients reviewed the student teams and artifacts. This longitudinal study discusses the impact of this intervention to increase implementation and sustained use rates of computing artifacts developed through service learning. Both students and clients reported high satisfaction levels, and clients were particularly satisfied with the iterative improvement process. This research demonstrates an innovative practice for creating and maintaining computing artifacts through iterative service learning, while addressing the resource constraints of small organizations.
AppAgentX: Evolving GUI Agents as Proficient Smartphone Users
Recent advancements in Large Language Models (LLMs) have led to the development of intelligent LLM-based agents capable of interacting with graphical user interfaces (GUIs). These agents demonstrate strong reasoning and adaptability, enabling them to perform complex tasks that traditionally required predefined rules. However, the reliance on step-by-step reasoning in LLM-based agents often results in inefficiencies, particularly for routine tasks. In contrast, traditional rule-based systems excel in efficiency but lack the intelligence and flexibility to adapt to novel scenarios. To address this challenge, we propose a novel evolutionary framework for GUI agents that enhances operational efficiency while retaining intelligence and flexibility. Our approach incorporates a memory mechanism that records the agent's task execution history. By analyzing this history, the agent identifies repetitive action sequences and evolves high-level actions that act as shortcuts, replacing these low-level operations and improving efficiency. This allows the agent to focus on tasks requiring more complex reasoning, while simplifying routine actions. Experimental results on multiple benchmark tasks demonstrate that our approach significantly outperforms existing methods in both efficiency and accuracy. The code will be open-sourced to support further research.
SOP-Agent: Empower General Purpose AI Agent with Domain-Specific SOPs
Despite significant advancements in general-purpose AI agents, several challenges still hinder their practical application in real-world scenarios. First, the limited planning capabilities of Large Language Models (LLM) restrict AI agents from effectively solving complex tasks that require long-horizon planning. Second, general-purpose AI agents struggle to efficiently utilize domain-specific knowledge and human expertise. In this paper, we introduce the Standard Operational Procedure-guided Agent (SOP-agent), a novel framework for constructing domain-specific agents through pseudocode-style Standard Operational Procedures (SOPs) written in natural language. Formally, we represent a SOP as a decision graph, which is traversed to guide the agent in completing tasks specified by the SOP. We conduct extensive experiments across tasks in multiple domains, including decision-making, search and reasoning, code generation, data cleaning, and grounded customer service. The SOP-agent demonstrates excellent versatility, achieving performance superior to general-purpose agent frameworks and comparable to domain-specific agent systems. Additionally, we introduce the Grounded Customer Service Benchmark, the first benchmark designed to evaluate the grounded decision-making capabilities of AI agents in customer service scenarios based on SOPs.
StarFlow: Generating Structured Workflow Outputs From Sketch Images
Workflows are a fundamental component of automation in enterprise platforms, enabling the orchestration of tasks, data processing, and system integrations. Despite being widely used, building workflows can be complex, often requiring manual configuration through low-code platforms or visual programming tools. To simplify this process, we explore the use of generative foundation models, particularly vision-language models (VLMs), to automatically generate structured workflows from visual inputs. Translating hand-drawn sketches or computer-generated diagrams into executable workflows is challenging due to the ambiguity of free-form drawings, variations in diagram styles, and the difficulty of inferring execution logic from visual elements. To address this, we introduce StarFlow, a framework for generating structured workflow outputs from sketches using vision-language models. We curate a diverse dataset of workflow diagrams -- including synthetic, manually annotated, and real-world samples -- to enable robust training and evaluation. We finetune and benchmark multiple vision-language models, conducting a series of ablation studies to analyze the strengths and limitations of our approach. Our results show that finetuning significantly enhances structured workflow generation, outperforming large vision-language models on this task.
OmniACT: A Dataset and Benchmark for Enabling Multimodal Generalist Autonomous Agents for Desktop and Web
For decades, human-computer interaction has fundamentally been manual. Even today, almost all productive work done on the computer necessitates human input at every step. Autonomous virtual agents represent an exciting step in automating many of these menial tasks. Virtual agents would empower users with limited technical proficiency to harness the full possibilities of computer systems. They could also enable the efficient streamlining of numerous computer tasks, ranging from calendar management to complex travel bookings, with minimal human intervention. In this paper, we introduce OmniACT, the first-of-a-kind dataset and benchmark for assessing an agent's capability to generate executable programs to accomplish computer tasks. Our scope extends beyond traditional web automation, covering a diverse range of desktop applications. The dataset consists of fundamental tasks such as "Play the next song", as well as longer horizon tasks such as "Send an email to John Doe mentioning the time and place to meet". Specifically, given a pair of screen image and a visually-grounded natural language task, the goal is to generate a script capable of fully executing the task. We run several strong baseline language model agents on our benchmark. The strongest baseline, GPT-4, performs the best on our benchmark However, its performance level still reaches only 15% of the human proficiency in generating executable scripts capable of completing the task, demonstrating the challenge of our task for conventional web agents. Our benchmark provides a platform to measure and evaluate the progress of language model agents in automating computer tasks and motivates future work towards building multimodal models that bridge large language models and the visual grounding of computer screens.
Roll the dice & look before you leap: Going beyond the creative limits of next-token prediction
We design a suite of minimal algorithmic tasks that are a loose abstraction of open-ended real-world tasks. This allows us to cleanly and controllably quantify the creative limits of the present-day language model. Much like real-world tasks that require a creative, far-sighted leap of thought, our tasks require an implicit, open-ended stochastic planning step that either (a) discovers new connections in an abstract knowledge graph (like in wordplay, drawing analogies, or research) or (b) constructs new patterns (like in designing math problems or new proteins). In these tasks, we empirically and conceptually argue how next-token learning is myopic and memorizes excessively; comparatively, multi-token approaches, namely teacherless training and diffusion models, excel in producing diverse and original output. Secondly, in our tasks, we find that to elicit randomness from the Transformer without hurting coherence, it is better to inject noise right at the input layer (via a method we dub hash-conditioning) rather than defer to temperature sampling from the output layer. Thus, our work offers a principled, minimal test-bed for analyzing open-ended creative skills, and offers new arguments for going beyond next-token learning and softmax-based sampling. We make part of the code available under https://github.com/chenwu98/algorithmic-creativity
CaPo: Cooperative Plan Optimization for Efficient Embodied Multi-Agent Cooperation
In this work, we address the cooperation problem among large language model (LLM) based embodied agents, where agents must cooperate to achieve a common goal. Previous methods often execute actions extemporaneously and incoherently, without long-term strategic and cooperative planning, leading to redundant steps, failures, and even serious repercussions in complex tasks like search-and-rescue missions where discussion and cooperative plan are crucial. To solve this issue, we propose Cooperative Plan Optimization (CaPo) to enhance the cooperation efficiency of LLM-based embodied agents. Inspired by human cooperation schemes, CaPo improves cooperation efficiency with two phases: 1) meta-plan generation, and 2) progress-adaptive meta-plan and execution. In the first phase, all agents analyze the task, discuss, and cooperatively create a meta-plan that decomposes the task into subtasks with detailed steps, ensuring a long-term strategic and coherent plan for efficient coordination. In the second phase, agents execute tasks according to the meta-plan and dynamically adjust it based on their latest progress (e.g., discovering a target object) through multi-turn discussions. This progress-based adaptation eliminates redundant actions, improving the overall cooperation efficiency of agents. Experimental results on the ThreeDworld Multi-Agent Transport and Communicative Watch-And-Help tasks demonstrate that CaPo achieves much higher task completion rate and efficiency compared with state-of-the-arts.The code is released at https://github.com/jliu4ai/CaPo.
Clinical knowledge in LLMs does not translate to human interactions
Global healthcare providers are exploring use of large language models (LLMs) to provide medical advice to the public. LLMs now achieve nearly perfect scores on medical licensing exams, but this does not necessarily translate to accurate performance in real-world settings. We tested if LLMs can assist members of the public in identifying underlying conditions and choosing a course of action (disposition) in ten medical scenarios in a controlled study with 1,298 participants. Participants were randomly assigned to receive assistance from an LLM (GPT-4o, Llama 3, Command R+) or a source of their choice (control). Tested alone, LLMs complete the scenarios accurately, correctly identifying conditions in 94.9% of cases and disposition in 56.3% on average. However, participants using the same LLMs identified relevant conditions in less than 34.5% of cases and disposition in less than 44.2%, both no better than the control group. We identify user interactions as a challenge to the deployment of LLMs for medical advice. Standard benchmarks for medical knowledge and simulated patient interactions do not predict the failures we find with human participants. Moving forward, we recommend systematic human user testing to evaluate interactive capabilities prior to public deployments in healthcare.
Routine: A Structural Planning Framework for LLM Agent System in Enterprise
The deployment of agent systems in an enterprise environment is often hindered by several challenges: common models lack domain-specific process knowledge, leading to disorganized plans, missing key tools, and poor execution stability. To address this, this paper introduces Routine, a multi-step agent planning framework designed with a clear structure, explicit instructions, and seamless parameter passing to guide the agent's execution module in performing multi-step tool-calling tasks with high stability. In evaluations conducted within a real-world enterprise scenario, Routine significantly increases the execution accuracy in model tool calls, increasing the performance of GPT-4o from 41.1% to 96.3%, and Qwen3-14B from 32.6% to 83.3%. We further constructed a Routine-following training dataset and fine-tuned Qwen3-14B, resulting in an accuracy increase to 88.2% on scenario-specific evaluations, indicating improved adherence to execution plans. In addition, we employed Routine-based distillation to create a scenario-specific, multi-step tool-calling dataset. Fine-tuning on this distilled dataset raised the model's accuracy to 95.5%, approaching GPT-4o's performance. These results highlight Routine's effectiveness in distilling domain-specific tool-usage patterns and enhancing model adaptability to new scenarios. Our experimental results demonstrate that Routine provides a practical and accessible approach to building stable agent workflows, accelerating the deployment and adoption of agent systems in enterprise environments, and advancing the technical vision of AI for Process.
When Prolog meets generative models: a new approach for managing knowledge and planning in robotic applications
In this paper, we propose a robot oriented knowledge management system based on the use of the Prolog language. Our framework hinges on a special organisation of knowledge base that enables: 1. its efficient population from natural language texts using semi-automated procedures based on Large Language Models, 2. the bumpless generation of temporal parallel plans for multi-robot systems through a sequence of transformations, 3. the automated translation of the plan into an executable formalism (the behaviour trees). The framework is supported by a set of open source tools and is shown on a realistic application.
Open-Ended Learning Leads to Generally Capable Agents
In this work we create agents that can perform well beyond a single, individual task, that exhibit much wider generalisation of behaviour to a massive, rich space of challenges. We define a universe of tasks within an environment domain and demonstrate the ability to train agents that are generally capable across this vast space and beyond. The environment is natively multi-agent, spanning the continuum of competitive, cooperative, and independent games, which are situated within procedurally generated physical 3D worlds. The resulting space is exceptionally diverse in terms of the challenges posed to agents, and as such, even measuring the learning progress of an agent is an open research problem. We propose an iterative notion of improvement between successive generations of agents, rather than seeking to maximise a singular objective, allowing us to quantify progress despite tasks being incomparable in terms of achievable rewards. We show that through constructing an open-ended learning process, which dynamically changes the training task distributions and training objectives such that the agent never stops learning, we achieve consistent learning of new behaviours. The resulting agent is able to score reward in every one of our humanly solvable evaluation levels, with behaviour generalising to many held-out points in the universe of tasks. Examples of this zero-shot generalisation include good performance on Hide and Seek, Capture the Flag, and Tag. Through analysis and hand-authored probe tasks we characterise the behaviour of our agent, and find interesting emergent heuristic behaviours such as trial-and-error experimentation, simple tool use, option switching, and cooperation. Finally, we demonstrate that the general capabilities of this agent could unlock larger scale transfer of behaviour through cheap finetuning.
MLAgentBench: Evaluating Language Agents on Machine Learning Experimentation
A central aspect of machine learning research is experimentation, the process of designing and running experiments, analyzing the results, and iterating towards some positive outcome (e.g., improving accuracy). Could agents driven by powerful language models perform machine learning experimentation effectively? To answer this question, we introduce MLAgentBench, a suite of 13 tasks ranging from improving model performance on CIFAR-10 to recent research problems like BabyLM. For each task, an agent can perform actions like reading/writing files, executing code, and inspecting outputs. We then construct an agent that can perform ML experimentation based on ReAct framework. We benchmark agents based on Claude v1.0, Claude v2.1, Claude v3 Opus, GPT-4, GPT-4-turbo, Gemini-Pro, and Mixtral and find that a Claude v3 Opus agent is the best in terms of success rate. It can build compelling ML models over many tasks in MLAgentBench with 37.5% average success rate. Our agents also display highly interpretable plans and actions. However, the success rates vary considerably; they span from 100% on well-established older datasets to as low as 0% on recent Kaggle challenges created potentially after the underlying LM was trained. Finally, we identify several key challenges for LM-based agents such as long-term planning and reducing hallucination. Our code is released at https://github.com/snap-stanford/MLAgentBench.
Facilitating Multi-turn Function Calling for LLMs via Compositional Instruction Tuning
Large Language Models (LLMs) have exhibited significant potential in performing diverse tasks, including the ability to call functions or use external tools to enhance their performance. While current research on function calling by LLMs primarily focuses on single-turn interactions, this paper addresses the overlooked necessity for LLMs to engage in multi-turn function calling--critical for handling compositional, real-world queries that require planning with functions but not only use functions. To facilitate this, we introduce an approach, BUTTON, which generates synthetic compositional instruction tuning data via bottom-up instruction construction and top-down trajectory generation. In the bottom-up phase, we generate simple atomic tasks based on real-world scenarios and build compositional tasks using heuristic strategies based on atomic tasks. Corresponding functions are then developed for these compositional tasks. The top-down phase features a multi-agent environment where interactions among simulated humans, assistants, and tools are utilized to gather multi-turn function calling trajectories. This approach ensures task compositionality and allows for effective function and trajectory generation by examining atomic tasks within compositional tasks. We produce a dataset BUTTONInstruct comprising 8k data points and demonstrate its effectiveness through extensive experiments across various LLMs.
Annotation Guidelines for Corpus Novelties: Part 1 -- Named Entity Recognition
The Novelties corpus is a collection of novels (and parts of novels) annotated for Named Entity Recognition (NER) among other tasks. This document describes the guidelines applied during its annotation. It contains the instructions used by the annotators, as well as a number of examples retrieved from the annotated novels, and illustrating expressions that should be marked as entities as well as expressions that should not.
From Pixels to UI Actions: Learning to Follow Instructions via Graphical User Interfaces
Much of the previous work towards digital agents for graphical user interfaces (GUIs) has relied on text-based representations (derived from HTML or other structured data sources), which are not always readily available. These input representations have been often coupled with custom, task-specific action spaces. This paper focuses on creating agents that interact with the digital world using the same conceptual interface that humans commonly use -- via pixel-based screenshots and a generic action space corresponding to keyboard and mouse actions. Building upon recent progress in pixel-based pretraining, we show, for the first time, that it is possible for such agents to outperform human crowdworkers on the MiniWob++ benchmark of GUI-based instruction following tasks.
ABOUT ML: Annotation and Benchmarking on Understanding and Transparency of Machine Learning Lifecycles
We present the "Annotation and Benchmarking on Understanding and Transparency of Machine Learning Lifecycles" (ABOUT ML) project as an initiative to operationalize ML transparency and work towards a standard ML documentation practice. We make the case for the project's relevance and effectiveness in consolidating disparate efforts across a variety of stakeholders, as well as bringing in the perspectives of currently missing voices that will be valuable in shaping future conversations. We describe the details of the initiative and the gaps we hope this project will help address.